# Is "generateTexture" culled by the viewport / camera?

**URL:** <https://phaser.discourse.group/t/is-generatetexture-culled-by-the-viewport-camera/7167>\
**Category:** Phaser 3\
**Created:** [August 12, 2020, 11:43am UTC](https://phaser.discourse.group/t/is-generatetexture-culled-by-the-viewport-camera/7167 "2020-08-12T11:43:27Z")\
**Posts on this page:** 1\
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**Author:** ![pixelburp](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/pixelburp/32/1937_2.png) [@pixelburp](https://phaser.discourse.group/u/pixelburp)\
**Post date:** [August 12, 2020, 3:41pm UTC](https://phaser.discourse.group/t/is-generatetexture-culled-by-the-viewport-camera/7167/3 "2020-08-12T15:41:13Z")

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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 🙂

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

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