What problem does it solve? Drawing sprites, groups, and textures to off-screen surfaces in Phaser 4 requires understanding the command-buffer architecture, where draw calls do nothing until render() is called. This Skill provides the patterns and API reference needed to use RenderTexture, DynamicTexture, and Stamp correctly without trial and error. ## Core Features & Use Cases - Off-screen rendering: Draw game objects, groups, containers, and texture keys to RenderTexture or DynamicTexture surfaces with draw(), stamp(), capture(), fill(), erase(), and repeat(). - Texture generation and sharing: Create procedural textures registered in the Texture Manager via saveTexture() or addDynamicTexture() so any game object can use them. - Snapshots and pixel capture: Capture full textures, regions, or single pixels with snapshot(), snapshotArea(), and snapshotPixel(). - Use Case: Build a fixed-position minimap by creating a RenderTexture with setScrollFactor(0), renderMode 'all', and preserve(true), then capturing scaled-down world objects each frame. ## Quick Start Show me how to draw a sprite and a tiled background onto a RenderTexture in Phaser 4 and use it as a texture for another image.