What problem does it solve? Phaser 4's texture-drawing API uses a command buffer that requires explicit render() calls, and choosing between RenderTexture, DynamicTexture, and Stamp is confusing. This Skill provides correct patterns for off-screen rendering, snapshots, and procedural texture generation. ## Core Features & Use Cases - RenderTexture and DynamicTexture workflows: Draw sprites, groups, containers, and texture keys to off-screen surfaces with draw(), stamp(), capture(), fill(), erase(), and repeat(). - Command buffer management: Explains render(), preserve(), renderMode ('render', 'redraw', 'all'), and callback insertion so content actually appears. - Snapshots and procedural generation: Capture pixel data via snapshot(), snapshotArea(), and snapshotPixel(), and build generated textures like starfields and minimaps. - Use Case: Build a fixed-position minimap by creating a RenderTexture with setScrollFactor(0), renderMode 'all', and capture() calls that draw scaled-down world objects each frame. ## Quick Start Ask the AI to create a Phaser 4 RenderTexture that draws a sprite to an off-screen texture and displays it in the scene.