
Render Textures
FreeEfficiently draw and manage textures in Phaser 4.
Free · Opens the source repo
What Render Textures does
Render Textures and Dynamic Textures in Phaser 4 provide developers with powerful tools for off-screen rendering and texture management. This skill is particularly useful for creating complex visual effects, such as painting game objects onto textures, generating dynamic textures for shared use, and implementing features like minimaps or HUD elements. By utilizing RenderTexture and DynamicTexture, you can optimize your game's performance and visual fidelity, allowing for more creative freedom in your game design.
The RenderTexture object acts as a canvas where you can draw game objects, apply transformations, and manage visual elements without directly affecting the main scene. It supports various operations, including drawing sprites, groups, and even entire display lists. The DynamicTexture, on the other hand, is designed for shared textures that can be accessed across different game objects and scenes, making it ideal for reusable assets and procedural generation.
This skill also introduces the concept of a command buffer, allowing you to queue drawing operations and execute them in a single render call. This is particularly beneficial for performance optimization, as it reduces the number of draw calls made each frame. With methods like stamp(), you can easily place textures onto the RenderTexture with precise control over their appearance, including scale, rotation, and transparency.
Overall, this skill is suited for game developers using Phaser 4 who want to enhance their graphics capabilities by leveraging off-screen rendering techniques and efficient texture management. Whether you're building a complex game environment or simply need to improve the rendering of UI elements, Render Textures and Dynamic Textures can streamline your development process and elevate your game's visual quality.
When to use it
Use this skill when you need to create dynamic, reusable textures or when implementing off-screen rendering techniques in your Phaser 4 projects.
When not to use it
This skill may not be suitable for simple games that do not require advanced texture management or off-screen rendering capabilities.
What you can build with it
Creating a Minimap
Utilize DynamicTexture to create a minimap that can be accessed across different scenes, enhancing the player's navigation experience.
Implementing HUD Elements
Use RenderTexture to draw HUD elements that require precise positioning and transformations, ensuring they remain consistent during gameplay.
Dynamic Texture Generation
Generate textures at runtime using DynamicTexture for effects like procedural generation or shared assets across multiple game objects.
How to install Render Textures
View source1. Install with the skills CLI
npx skills add phaserjs/phaser/render-textures --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by phaserjsRender Textures and Dynamic Textures
Drawing game objects to off-screen textures in Phaser 4 -- RenderTexture game object, DynamicTexture for shared textures, the Stamp helper, command-buffer rendering, snapshots, procedural generation, and minimap patterns.
Key source paths: src/gameobjects/rendertexture/, src/textures/DynamicTexture.js, src/gameobjects/stamp/, src/textures/typedefs/StampConfig.js, src/textures/typedefs/CaptureConfig.js
Related skills: ../sprites-and-images/SKILL.md, ../loading-assets/SKILL.md, ../cameras/SKILL.md
Quick Start
// In a Scene's create() method:
// 1. RenderTexture -- a visible game object with its own DynamicTexture
const rt = this.add.renderTexture(400, 300, 256, 256);
rt.draw('player', 128, 128); // draw a texture by key at center
rt.fill(0x222244, 0.5); // semi-transparent fill
rt.render(); // flush the command buffer
// 2. DynamicTexture -- a shared texture in the Texture Manager
const dt = this.textures.addDynamicTexture('composite', 512, 512);
dt.stamp('coin', null, 64, 64, { scale: 2, angle: 45 });
dt.render();
this.add.image(400, 300, 'composite'); // any game object can use it
// 3. Stamp game object -- lightweight Image that ignores camera scroll
const hud = this.add.stamp(10, 10, 'heart');
Core Concepts
RenderTexture vs DynamicTexture
Phaser 4 splits texture-drawing into two layers:
| RenderTexture | DynamicTexture | |
|---|---|---|
| What it is | Image game object + auto-created DynamicTexture | Texture in the Texture Manager |
| Created via | this.add.renderTexture(x, y, w, h) | this.textures.addDynamicTexture(key, w, h) |
| Visible on its own | Yes (it extends Image) | No (must be assigned to a game object) |
| Shared across objects | Possible via saveTexture(key) | Yes, by key |
| Cross-scene use | No (belongs to one Scene) | Yes (textures are global) |
| Has position/scale/alpha | Yes (all Image components) | No (it is a Texture, not a GameObject) |
When to use which:
- Use RenderTexture when you need a single visible surface you draw onto (paint canvas, trail effect, composite sprite).
- Use DynamicTexture when many game objects share the same generated texture, or you need a texture for masks/shaders, or you need cross-scene access.
RenderTexture is a thin proxy. Methods like draw(), stamp(), fill(), clear(), erase(), snapshot() all delegate to its underlying this.texture (a DynamicTexture).
Origin note: RenderTexture extends Image, so its origin defaults to (0.5, 0.5). If you want top-left positioning (common for full-screen or minimap RTs), call rt.setOrigin(0, 0).
The Command Buffer (v4 Architecture)
In Phaser 4, drawing calls (draw, stamp, fill, clear, erase, repeat, capture) do not execute immediately. They push commands into a commandBuffer array. You must call .render() to flush and execute the buffer.
rt.clear();
rt.fill(0x000000);
rt.draw(sprite, 128, 128);
rt.render(); // REQUIRED -- nothing appears without this
For RenderTexture game objects, the renderMode property controls automatic rendering:
| Mode | Behavior |
|---|---|
'render' (default) | Draws the texture contents to the frame each tick. You call render() manually when content changes. |
'redraw' | Calls render() automatically every frame but does NOT display itself. Useful for textures reused by other objects. |
'all' | Calls render() every frame AND draws itself to the frame. |
rt.setRenderMode('all'); // auto-render + display every frame
rt.setRenderMode('all', true); // same, plus preserve the command buffer
Preserve Mode
By default the command buffer clears after render(). Call preserve(true) to keep commands between renders, so the same drawing replays each frame:
rt.preserve(true);
rt.clear();
rt.draw(sprite);
// On every subsequent render(), clear + draw will repeat
Stamp Game Object
Stamp (this.add.stamp(x, y, texture, frame)) is a lightweight Image subclass that ignores camera scroll and transform during rendering. It is used internally by DynamicTexture for drawing operations and is also useful for HUD elements. It extends Image with custom render nodes (DefaultStampNodes).
The stamp() Method vs the Stamp Game Object
These are different things:
rt.stamp(key, frame, x, y, config)-- a method on RenderTexture/DynamicTexture that draws a texture frame to the surface with transform options (alpha, tint, angle, scale, origin, blendMode).this.add.stamp(x, y, texture, frame)-- a factory that creates a Stamp game object added to the Scene display list.
Common Patterns
Drawing Sprites and Game Objects
const rt = this.add.renderTexture(0, 0, 800, 600);
// Single game object at an offset
rt.draw(sprite, 100, 100);
// Array of objects
rt.draw([sprite1, sprite2, sprite3]);
// Group or Container (only visible children are drawn)
rt.draw(enemyGroup);
rt.draw(myContainer, 50, 50); // offset added to children positions
// Entire Scene display list
rt.draw(this.children);
// Texture by string key
rt.draw('explosion', 200, 200);
// Don't forget to flush
rt.render();
The draw() method accepts: renderable game objects, Groups, Containers, Display Lists, other RenderTextures/DynamicTextures, Texture Frames, texture key strings, or arrays of any of these.
Note: alpha and tint parameters on draw() only apply to Texture Frames/strings. Game objects use their own alpha and tint when drawn.
Stamping Textures with Config
The stamp() method draws a texture frame with full transform control. The frame is centered on the x/y position by default (origin 0.5).
rt.stamp('bullet', null, 100, 100, {
alpha: 0.8,
tint: 0xff0000,
angle: 45, // degrees (takes precedence over rotation)
scale: 2, // uniform scale
scaleX: 1.5, // overrides scale for X
scaleY: 0.5, // overrides scale for Y
originX: 0, // top-left origin
originY: 0,
blendMode: 0
});
rt.render();
Capture -- Drawing with Overrides (v4)
The capture() method draws a game object with temporary property overrides, restoring originals afterward:
rt.capture(player, {
x: 64,
y: 64,
scale: 0.5,
alpha: 0.8,
rotation: Math.PI / 4,
transform: 'world', // 'local', 'world', or a TransformMatrix
camera: someCamera // optional camera override
});
rt.render();
This is useful for drawing an object at a different position/scale without modifying the object itself.
Filling and Clearing
// Fill entire texture with color
rt.fill(0xff0000); // solid red
rt.fill(0x000000, 0.5); // semi-transparent black
// Fill a region
rt.fill(0x00ff00, 1, 10, 10, 100, 50); // green rect at (10,10) size 100x50
// Clear everything (transparent)
rt.clear();
// Clear a region
rt.clear(10, 10, 100, 50);
rt.render();
Erasing
Erase uses ERASE blend mode to cut holes in the texture:
rt.fill(0xffffff); // white background
rt.erase(circleSprite, 100, 100); // punch a hole shaped like the sprite
rt.render();
Repeating / Tiling a Texture
// Fill the entire RenderTexture with a tiled pattern
rt.repeat('grass', null); // tile the whole surface
rt.repeat('brick', null, 0, 0, 256, 128); // tile a specific region
rt.repeat('tile', 'frame2', 0, 0, 512, 512, {
tileScaleX: 2,
tileScaleY: 2,
tilePositionX: 16,
alpha: 0.8
});
rt.render();
Snapshots (Pixel Capture)
Snapshots read pixel data from the framebuffer. They are expensive and blocking -- use sparingly.
// Full texture snapshot -- callback receives an HTMLImageElement
rt.snapshot(function (image) {
document.body.appendChild(image); // or use as texture source
});
// Area snapshot
rt.snapshotArea(0, 0, 128, 128, function (image) {
// image is 128x128 region from top-left
}, 'image/jpeg', 0.8);
// Single pixel -- callback receives a Phaser.Display.Color
rt.snapshotPixel(64, 64, function (color) {
console.log(color.r, color.g, color.b, color.a);
});
Using as a Texture Source for Other Objects
const rt = this.add.renderTexture(0, 0, 256, 256);
rt.draw(complexScene);
rt.render();
// Register in the Texture Manager under a key
rt.saveTexture('composited');
// Now any game object can use it
this.add.image(400, 300, 'composited');
this.add.sprite(100, 100, 'composited');
// Updates to the RenderTexture automatically reflect on all users
For DynamicTexture, the key is set at creation time:
const dt = this.textures.addDynamicTexture('terrain', 1024, 1024);
dt.repeat('grass', null);
dt.render();
this.add.image(512, 512, 'terrain'); // already keyed
Procedural Generation
const dt = this.textures.addDynamicTexture('starfield', 800, 600);
dt.fill(0x000011);
for (let i = 0; i < 200; i++) {
const x = Phaser.Math.Between(0, 800);
const y = Phaser.Math.Between(0, 600);
const brightness = Phaser.Math.FloatBetween(0.3, 1);
dt.stamp('star', null, x, y, { alpha: brightness, scale: Phaser.Math.FloatBetween(0.5, 1.5) });
}
dt.render();
this.add.image(400, 300, 'starfield');
Minimap Pattern
create() {
// Small RenderTexture as minimap
this.minimap = this.add.renderTexture(700, 50, 150, 100);
this.minimap.setScrollFactor(0); // fixed to camera
this.minimap.setRenderMode('all'); // auto-render every frame
this.minimap.preserve(true);
}
// In update or a callback:
this.minimap.clear();
this.minimap.fill(0x111111);
// Draw scaled-down versions of world objects
this.minimap.capture(player, { x: px * 0.1, y: py * 0.1, scale: 0.1 });
// render() is automatic in 'all' mode
Callbacks in the Command Buffer
Insert logic between draw commands that executes during render():
rt.clear();
rt.draw(background);
rt.callback(() => {
// Runs during render, after background is drawn
sprite.setTint(0xff0000);
});
rt.draw(sprite);
rt.callback(() => {
sprite.setTint(0xffffff); // restore after drawing
});
rt.render();
Resizing
// Resize erases all content and recreates the framebuffer
rt.resize(512, 512);
// Optional: disable force-even rounding
rt.resize(513, 513, false);
Internal Camera
Both RenderTexture and DynamicTexture have a .camera property that controls how game objects are positioned when drawn. Scroll, zoom, and rotate this camera to transform drawn content. Note: stamp() ignores the camera; only draw() and game object rendering respect it.
rt.camera.setScroll(100, 50);
rt.camera.setZoom(2);
rt.draw(sprite); // sprite drawn with camera transform applied
rt.render();
API Quick Reference
RenderTexture (extends Image)
| Method | Signature | Description |
|---|---|---|
draw | (entries, x?, y?, alpha?, tint?) | Draw game objects, textures, groups, etc. |
capture | (entry, config) | Draw with temporary property overrides |
stamp | (key, frame?, x?, y?, config?) | Stamp a texture frame with transform |
erase | (entries, x?, y?) | Draw using ERASE blend mode |
fill | (rgb, alpha?, x?, y?, w?, h?) | Fill with color |
clear | (x?, y?, w?, h?) | Clear to transparent |
repeat | (key, frame?, x?, y?, w?, h?, config?) | Tile a texture as fill pattern |
render | () | Flush the command buffer |
preserve | (bool) | Keep command buffer between renders |
callback | (fn) | Insert callback into command buffer |
resize | (w, h?, forceEven?) | Resize (erases content) |
saveTexture | (key) | Register in Texture Manager |
setRenderMode | (mode, preserve?) | Set 'render', 'redraw', or 'all' |
snapshot | (callback, type?, quality?) | Full snapshot to Image |
snapshotArea | (x, y, w, h, callback, type?, quality?) | Area snapshot |
snapshotPixel | (x, y, callback) | Single pixel to Color |
DynamicTexture (extends Texture)
Same drawing methods as RenderTexture (draw, stamp, erase, fill, clear, repeat, capture, render, preserve, callback, snapshot, snapshotArea, snapshotPixel), plus:
| Method/Property | Description |
|---|---|
setSize(w, h?, forceEven?) | Resize the texture |
camera | Internal Camera for draw positioning |
commandBuffer | Array of pending draw commands |
drawingContext | WebGL DrawingContext with framebuffer |
getWebGLTexture() | Returns the underlying WebGLTextureWrapper |
StampConfig (for stamp() config parameter)
| Property | Default | Description |
|---|---|---|
alpha | 1 | Alpha value |
tint | 0xffffff | Tint color (WebGL only) |
angle | 0 | Degrees (overrides rotation if non-zero) |
rotation | 0 | Radians |
scale | 1 | Uniform scale |
scaleX / scaleY | 1 | Per-axis scale (overrides scale) |
originX / originY | 0.5 | Origin point |
blendMode | 0 | Blend mode |
CaptureConfig (for capture() config parameter)
| Property | Description |
|---|---|
transform | 'local', 'world', or a TransformMatrix |
camera | Camera override for rendering |
x, y, alpha, tint, angle, rotation | Override game object properties temporarily |
scale, scaleX, scaleY | Scale overrides |
originX, originY, blendMode | Additional overrides |
Factory Methods
this.add.renderTexture(x, y, width?, height?) // default 32x32
this.add.stamp(x, y, texture, frame?)
this.textures.addDynamicTexture(key, width?, height?, forceEven?) // default 256x256
Gotchas
-
Must call
render(). In Phaser 4, drawing methods buffer commands. Nothing appears untilrender()is called (unless usingrenderMode: 'all'or'redraw'). -
Cannot draw to itself. A DynamicTexture/RenderTexture silently skips entries that reference itself.
-
Command buffer clears after render. Call
preserve(true)before drawing if you need the same commands to replay each frame. -
stamp()ignores the internal camera. Only game objects drawn viadraw()orcapture()respect the.cameraproperty. Texture stamps are positioned absolutely. -
Default sizes differ. RenderTexture defaults to 32x32. DynamicTexture defaults to 256x256.
-
forceEvenrounds dimensions up. By default, width/height are rounded to even numbers for rendering quality. Passfalseas the last argument if you need exact odd dimensions. -
Snapshots are expensive. They use
readPixels(WebGL) which blocks the GPU pipeline. Avoid per-frame snapshots.snapshotPixelis cheaper than fullsnapshot. -
WebGL1 has no anti-aliasing on framebuffers. Shapes and Graphics drawn to a RenderTexture may have jagged edges. Use pre-rendered sprite textures instead.
-
resize()erases content. Resizing destroys and recreates the framebuffer. -
saveTexturerenames, does not copy. CallingsaveTexture(key)assigns the DynamicTexture to the Texture Manager under that key. Calling it again with a different key renames it. Destroying the RenderTexture without saving first destroys the texture. -
draw()alpha/tint params only affect Texture Frames. When drawing game objects, they use their own alpha and tint values. Thealphaandtintparameters ondraw()only apply when drawing texture strings or Frame instances. -
WebGL context loss. DynamicTexture contents are lost on context loss. Listen for the
restorewebglevent to redraw. -
Groups/Containers: x, y offset is additive. When drawing a Group or Container with
rt.draw(group, x, y), the x/y offset is added to each child's position. Children at (100, 50) drawn with offset (10, 10) appear at (110, 60) in the texture.
Source File Map
| File | Description |
|---|---|
src/gameobjects/rendertexture/RenderTexture.js | RenderTexture game object (extends Image, proxies to DynamicTexture) |
src/gameobjects/rendertexture/RenderTextureFactory.js | this.add.renderTexture() factory registration |
src/gameobjects/rendertexture/RenderTextureRender.js | WebGL/Canvas render functions for RenderTexture |
src/gameobjects/rendertexture/RenderTextureRenderModes.js | Enum: RENDER, REDRAW, ALL |
src/textures/DynamicTexture.js | Core DynamicTexture class (command buffer, drawing, snapshots) |
src/textures/DynamicTextureCommands.js | Command constants (CLEAR, FILL, STAMP, DRAW, ERASE, etc.) |
src/textures/typedefs/StampConfig.js | StampConfig typedef for stamp() |
src/textures/typedefs/CaptureConfig.js | CaptureConfig typedef for capture() |
src/gameobjects/stamp/Stamp.js | Stamp game object (light Image, ignores camera scroll) |
src/gameobjects/stamp/StampFactory.js | this.add.stamp() factory registration |
Frequently asked questions about Render Textures
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