Is "generateTexture" culled by the viewport / camera?

Ah, yes. The width and height. Ok, that makes sense and would explain the culling. The problem for me now is keeping the original position of each poly so that the patchwork persists - but that’s my problem :slight_smile:

Re. texture sizes, I appreciate there’s hard limits all right; the textures shouldn’t be too large in real world examples. Interesting point about keeping them as graphics.

My original thinking was that I draw “white” lines, store as textures then simply use setTint to manage the custom colours needed. The theory being that this would be cheaper than re-drawing the graphics object when I needed to update the colour