What problem does it solve? Phaser 4's texture-drawing API uses a command-buffer architecture that differs significantly from Phaser 3, so developers often struggle with drawing calls that silently do nothing, 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(true) replay, and the 'render', 'redraw', and 'all' render modes. - Drawing operations: Documents draw(), stamp(), capture(), fill(), clear(), erase(), repeat(), and snapshot methods with working code patterns. - Use Case: Build a procedurally generated starfield texture shared by many sprites, a live minimap that captures scaled-down world objects each frame, or a paint-canvas effect that erases holes in a filled surface. ## Quick Start Ask the AI to show how to draw sprites onto a Phaser 4 RenderTexture and register it as a reusable texture key.