What problem does it solve? Phaser 4's command-buffer rendering model makes off-screen texture drawing non-obvious: drawing calls do nothing until render() is called, and choosing between RenderTexture, DynamicTexture, and Stamp requires understanding their distinct roles. This Skill provides the patterns and API reference needed to composite sprites, generate procedural textures, build minimaps, and capture snapshots 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 saveTexture patterns. - Command buffer and render modes: Covers render(), preserve(), renderMode ('render', 'redraw', 'all'), callbacks, and the internal camera so drawing actually appears as expected. - Practical patterns: Includes code for stamping with transforms, erasing, tiling with repeat(), capture() with property overrides, snapshots, procedural starfield generation, and a minimap implementation. - Use Case: You want a fixed-position minimap in your Phaser 4 game. Use the minimap pattern to create a RenderTexture with setScrollFactor(0), renderMode 'all', and capture() calls that draw scaled-down world objects each frame. ## Quick Start Ask the AI to show how to draw a sprite onto a Phaser 4 RenderTexture and use it as a texture for another game object.