Agent skill

Render Textures

by autonomous-ai in autonomous-ai/openharness

A skill your agent uses when using RenderTexture or DynamicTexture in Phaser 4.

MITAuto-check passedGame Development

Install Render Textures

skills CLI
$ npx skills add autonomous-ai/openharness --skill render-textures -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install autonomous-ai/openharness render-textures --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/phaser/skills/render-textures .claude/skills/render-textures && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
render-textures
GitHub stars
1.1k
Token cost
~4.3k tokens
SKILL.md length
1,341 words
Files
1
Skills in repo
99
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when using RenderTexture or DynamicTexture in Phaser 4.

  • Works in 12 steps: Must call render(). In Phaser 4, drawing… → Cannot draw to itself. A… → Command buffer clears after render. Call… → …
  • Using RenderTexture
  • SKILL.md covers Quick Start, Core Concepts, Common Patterns and API Quick Reference, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Render Textures is an agent skill from autonomous-ai/openharness. 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.

Its SKILL.md is about 4.3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.

When your agent uses it

  • Using RenderTexture
  • DynamicTexture in Phaser 4
  • : RenderTexture
  • Draw to texture

Example prompts

  • “/render-textures”

Workflow steps

12 steps, taken from the first numbered list in SKILL.md.

  1. Must call render(). In Phaser 4, drawing methods buffer commands. Nothing appears until render() is called (unless using renderMode: 'all'…
  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…
  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…
  7. Snapshots are expensive. They use readPixels (WebGL) which blocks the GPU pipeline. Avoid per-frame snapshots. snapshotPixel is cheaper…
  8. WebGL1 has no anti-aliasing on framebuffers. Shapes and Graphics drawn to a RenderTexture may have jagged edges. Use pre-rendered sprite…
  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…
  11. draw() alpha/tint params only affect Texture Frames. When drawing game objects, they use their own alpha and tint values. The alpha and…
  12. WebGL context loss. DynamicTexture contents are lost on context loss. Listen for the restorewebgl event to redraw.

What it can do on your machine

Read from SKILL.md and the folder at commit 54a1f1b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Render Textures loads about 4.3k tokens when it runs. Until then it costs about 72 tokens; SKILL.md has 1,341 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~72
When it runs · the whole SKILL.md, loaded when a task matches
~4.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from autonomous-ai/openharness at commit 54a1f1b, republished under its MIT licence (© autonomous-ai). 1,341 words, ~4,317 tokens.

Download SKILL.mdSave it as .claude/skills/render-textures/SKILL.md (or your agent's skills folder).
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:

RenderTextureDynamicTexture
What it isImage game object + auto-created DynamicTextureTexture in the Texture Manager
Created viathis.add.renderTexture(x, y, w, h)this.textures.addDynamicTexture(key, w, h)
Visible on its ownYes (it extends Image)No (must be assigned to a game object)
Shared across objectsPossible via saveTexture(key)Yes, by key
Cross-scene useNo (belongs to one Scene)Yes (textures are global)
Has position/scale/alphaYes (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:

ModeBehavior
'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 frame with full transform control. The frame is centered on the x/y position by default (origin 0.5).

js
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:

js
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
js
// 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:

js
rt.fill(0xffffff);           // white background
rt.erase(circleSprite, 100, 100);  // punch a hole shaped like the sprite
rt.render();
Repeating / Tiling a Texture
js
// 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.

js
// 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
js
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:

js
const dt = this.textures.addDynamicTexture('terrain', 1024, 1024);
dt.repeat('grass', null);
dt.render();
this.add.image(512, 512, 'terrain');  // already keyed
Procedural Generation
js
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
js
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():

js
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
js
// 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.

js
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)
MethodSignatureDescription
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
Show full SKILL.md (517 more words)Show less
DynamicTexture (extends Texture)

Same drawing methods as RenderTexture (draw, stamp, erase, fill, clear, repeat, capture, render, preserve, callback, snapshot, snapshotArea, snapshotPixel), plus:

Method/PropertyDescription
setSize(w, h?, forceEven?)Resize the texture
cameraInternal Camera for draw positioning
commandBufferArray of pending draw commands
drawingContextWebGL DrawingContext with framebuffer
getWebGLTexture()Returns the underlying WebGLTextureWrapper
StampConfig (for stamp() config parameter)
PropertyDefaultDescription
alpha1Alpha value
tint0xffffffTint color (WebGL only)
angle0Degrees (overrides rotation if non-zero)
rotation0Radians
scale1Uniform scale
scaleX / scaleY1Per-axis scale (overrides scale)
originX / originY0.5Origin point
blendMode0Blend mode
CaptureConfig (for capture() config parameter)
PropertyDescription
transform'local', 'world', or a TransformMatrix
cameraCamera override for rendering
x, y, alpha, tint, angle, rotationOverride game object properties temporarily
scale, scaleX, scaleYScale overrides
originX, originY, blendModeAdditional overrides
Factory Methods
js
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

FileDescription
src/gameobjects/rendertexture/RenderTexture.jsRenderTexture game object (extends Image, proxies to DynamicTexture)
src/gameobjects/rendertexture/RenderTextureFactory.jsthis.add.renderTexture() factory registration
src/gameobjects/rendertexture/RenderTextureRender.jsWebGL/Canvas render functions for RenderTexture
src/gameobjects/rendertexture/RenderTextureRenderModes.jsEnum: RENDER, REDRAW, ALL
src/textures/DynamicTexture.jsCore DynamicTexture class (command buffer, drawing, snapshots)
src/textures/DynamicTextureCommands.jsCommand constants (CLEAR, FILL, STAMP, DRAW, ERASE, etc.)
src/textures/typedefs/StampConfig.jsStampConfig typedef for stamp()
src/textures/typedefs/CaptureConfig.jsCaptureConfig typedef for capture()
src/gameobjects/stamp/Stamp.jsStamp game object (light Image, ignores camera scroll)
src/gameobjects/stamp/StampFactory.jsthis.add.stamp() factory registration

© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in store/agents/phaser/skills/render-textures of autonomous-ai/openharness.

Open the folder on GitHubat commit 54a1f1b

Compare with similar skills

Render Textures next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Render Textures compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Render Textures this skillautonomous-ai/openharness1.1k—~4.3kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Render Textures

What does Render Textures do?

A skill your agent uses when using RenderTexture or DynamicTexture in Phaser 4. Render Textures is an agent skill from autonomous-ai/openharness. Use this skill when using RenderTexture or DynamicTexture in Phaser 4.

When should I use Render Textures?

Render Textures fits situations like: using RenderTexture; dynamicTexture in Phaser 4; : RenderTexture; draw to texture.

How do I install Render Textures in Claude Code?

Run `npx skills add autonomous-ai/openharness --skill render-textures -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/render-textures in autonomous-ai/openharness) into .claude/skills/render-textures in your project. Claude Code loads it when a task matches its description.

How do I install Render Textures in Codex?

Run `npx skills add autonomous-ai/openharness --skill render-textures -a codex`. Or copy the skill folder (store/agents/phaser/skills/render-textures in autonomous-ai/openharness) into .agents/skills/render-textures in your project. Codex loads it when a task matches its description.

Can I use Render Textures in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill render-textures -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/render-textures, .gemini/skills/render-textures, .github/skills/render-textures and .opencode/skills/render-textures in your project.

What does Render Textures need to run?

SKILL.md names no scripts, command-line tools or credentials: Render Textures is instructions for the agent only.

Does Render Textures access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Render Textures safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Render Textures use?

Render Textures is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Render Textures use?

About 4.3k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Render Textures?

Skills that share tags, products or a category with Render Textures: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Render Textures?

autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,137 GitHub stars. The repository holds 99 skills in this directory. The repository was last updated on October 7, 2026.

Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.