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Agent skill · Audited from source

render-textures

skill · phaserjs/phaserMIT licenceAudited 31 Oct 2026 · source d14f4c86f869

★ 40,616pushed 71 days ago
✓SAFEGrade B · 89/100 · 31 Oct 2026 · d14f4c8
40,616repo stars · whole phaserjs/phaser

Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit d14f4c86f869 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Use this skill when using RenderTexture or DynamicTexture in Phaser 4. Covers drawing game objects to textures, dynamic texture creation, snapshot/screenshot, stamps, and off-screen rendering. Triggers on:…

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ModelsAtlas. “render-textures (phaserjs/phaser)”. Retrieved 31 Oct 2026. https://modelsatlas.com/skills/phaserjs/render-textures

Trust audit

Audit 0.4.1 · source read 31 Oct 2026

Trust score89/100✓SAFE B
0 critical0 high0 medium0 low0 info

SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.

What the source does

  • FilesystemNone observedNo reads or writes in the source
  • NetworkNone observedNo outbound calls in the source
  • ShellNone observedNo commands run in the source
  • DependenciesPinnedNothing floats
  • SecretsNone foundNo keys in source

Five audit layers

LayerWhat we checkResultFindings
L0 ProvenanceRepo owner, licence, archive status, activityPASS0
L1 Static sourceSecrets, path traversal, supply chain, hidden codePASS0
L2 InstructionsPrompt injection, authority framing, hidden directivesPASS0
L3 InventoryThe files and declarations match the sourcePASS0
L4 SandboxRun in isolation and watch behaviourSKIPPED why0

Gates applied: no behavioural pass.

Findings (0)

No findings at any severity. We re-audit when the source changes.

Audit 0.4.1 · source sha d14f4c86f869 · 31 Oct 2026Report an issue or request a re-scan

Provenance

Who published it, and what the verdict is pinned to

  • Publisherphaserjs GitHub organizationOwner of the repository this skill is read from
  • Source folderphaserjs/phaser/skills/render-texturesThe exact folder we audited
  • LicenceMITAs the repository states it
  • Commit pinned for this verdictd14f4c86f869A new audit runs when the source changes
  • Repository statusNot archivedLast push 71 days ago
  • Sandboxed runNot runSkills are read, not executed; layer L4 is skipped

What it tells the agent

Full source on GitHub ↗

Its description: Use this skill when using RenderTexture or DynamicTexture in Phaser 4. Covers drawing game objects to textures, dynamic texture creation, snapshot/screenshot, stamps, and off-screen rendering. Triggers on:…

---
name: render-textures
description: "Use this skill when using RenderTexture or DynamicTexture in Phaser 4. Covers drawing game objects to textures, dynamic texture creation, snapshot/screenshot, stamps, and off-screen rendering. Triggers on: RenderTexture, DynamicTexture, snapshot, draw to texture, stamp."
---

# 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

```js
// 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.

```js
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. |

```js
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:

```js
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

```js
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 f

Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.

Install

Pinned to the audited commit d14f4c8

Download folder ↗
git clone https://github.com/phaserjs/phaser
git -C phaser checkout d14f4c86f869

The author documents no install command, so this uses the repository directly. Our verdict covers commit d14f4c86f869 only.

Works in

The author has not said which agents this skill supports, and we have not tested it in any.

Audit history

Every audit, every source change

  1. ✓SAFE B 89 / 100

    first audit · source d14f4c86f869

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Questions about render-textures

What does the render-textures skill do?
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
Is render-textures safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can render-textures access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (d14f4c86f869), read on 2026-10-31. The repository is watched, and a new audit runs when it changes — this is the first audit.

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