skills/phaserjs/phaser/render-textures

render-textures

Installation
SKILL.md

Render 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

  1. Must call render(). In Phaser 4, drawing methods buffer commands. Nothing appears until render() is called (unless using renderMode: 'all' or 'redraw').

  2. Cannot draw to itself. A DynamicTexture/RenderTexture silently skips entries that reference itself.

  3. Command buffer clears after render. Call preserve(true) before drawing if you need the same commands to replay each frame.

  4. stamp() ignores the internal camera. Only game objects drawn via draw() or capture() respect the .camera property. Texture stamps are positioned absolutely.

  5. Default sizes differ. RenderTexture defaults to 32x32. DynamicTexture defaults to 256x256.

  6. forceEven rounds dimensions up. By default, width/height are rounded to even numbers for rendering quality. Pass false as the last argument if you need exact odd dimensions.

  7. Snapshots are expensive. They use readPixels (WebGL) which blocks the GPU pipeline. Avoid per-frame snapshots. snapshotPixel is cheaper than full snapshot.

  8. WebGL1 has no anti-aliasing on framebuffers. Shapes and Graphics drawn to a RenderTexture may have jagged edges. Use pre-rendered sprite textures instead.

  9. resize() erases content. Resizing destroys and recreates the framebuffer.

  10. saveTexture renames, does not copy. Calling saveTexture(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.

  11. draw() alpha/tint params only affect Texture Frames. When drawing game objects, they use their own alpha and tint values. The alpha and tint parameters on draw() only apply when drawing texture strings or Frame instances.

  12. WebGL context loss. DynamicTexture contents are lost on context loss. Listen for the restorewebgl event to redraw.

  13. 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
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