What problem does it solve? Phaser 4's texture-drawing API uses a command-buffer architecture that differs from earlier versions, so developers often struggle with drawings not appearing, choosing between RenderTexture and DynamicTexture, and handling snapshots, erasing, and tiling correctly. ## Core Features & Use Cases - RenderTexture and DynamicTexture guidance: Explains when to use a visible RenderTexture game object versus a shared DynamicTexture in the Texture Manager, including cross-scene and multi-object sharing. - Command buffer and render modes: Covers the required render() flush, preserve() mode, and the 'render', 'redraw', and 'all' render modes for automatic per-frame updates. - Practical patterns: Provides working code for stamping with transforms, capture with property overrides, erasing, tiling with repeat(), pixel snapshots, procedural texture generation, and minimap implementations. - Use Case: Build a live minimap by creating a RenderTexture with setScrollFactor(0), render mode 'all', and preserve(true), then capturing scaled-down world objects each frame. ## Quick Start Ask the AI to create a Phaser 4 RenderTexture that draws a sprite and a tiled background, then registers it as a shared texture for other game objects.