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Enforce correct mathematical primitives and naming conventions in Filament code.
Passed 23 of 23 test cases with the skill, and 18 of 23 without it.
and 3 more in the full report
5 fixed19 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 4 test cases the skill fixed. Same model, same prompt, with and without the skill.
In a Filament C++ volumetric rendering module, I need to represent 3D volume texture dimensions along with the mipmap level as a 4-component integer vector. Write a C++ variable declaration for this configuration.
| Checked | Without skill | With skill |
|---|---|---|
| The declaration uses math::int4 for 4D integer vectors. | Missed | Passed |
The instructions your model reads when the skill loads.
Filament provides its own set of math primitives optimized for graphics. Avoid importing external library formats (like GLM, Eigen, or raw DirectX math structures) unless explicitly requested.
All math constructs must reside in the filament::math namespace:
math::float2 (2D float vectors)math::float3 (3D float vectors)math::float4 (4D float vectors)math::half3 / math::half4 (half-precision float vectors)math::int2 / math::int3 / math::int4 (integer vectors)math::mat3f (3x3 float matrix)math::mat4f (4x4 float matrix)math::quatf (quaternion rotation)+, -, *, /) between math components.// Correct
math::float3 position(0.0f, 1.0f, 2.0f);
float x = position.x; // or position[0]
math::mat4f transform = ...;
math::float4 homogeneousVec(position, 1.0f);
math::float4 transformed = transform * homogeneousVec;
test cases passed, vs 18 / 23 without
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