Scene To Render Texture Quad

var GameScene = new Phaser.Class({

    Extends: Phaser.Scene,

    initialize:

    function GameScene ()
    {
        Phaser.Scene.call(this, { key: 'gameScene', active: true });

        this.player = null;
        this.cursors = null;
        this.score = 0;
        this.scoreText = null;
    },

    preload: function ()
    {
        this.load.image('sky', 'src/games/firstgame/assets/sky.png');
        this.load.image('ground', 'src/games/firstgame/assets/platform.png');
        this.load.image('star', 'src/games/firstgame/assets/star.png');
        this.load.image('bomb', 'src/games/firstgame/assets/bomb.png');
        this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 });
    },

    create: function ()
    {
        this.add.image(400, 300, 'sky');

        var platforms = this.physics.add.staticGroup();

        platforms.create(400, 568, 'ground').setScale(2).refreshBody();

        platforms.create(600, 400, 'ground');
        platforms.create(50, 250, 'ground');
        platforms.create(750, 220, 'ground');

        var player = this.physics.add.sprite(100, 450, 'dude');

        player.setBounce(0.2);
        player.setCollideWorldBounds(true);

        this.anims.create({
            key: 'left',
            frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
            frameRate: 10,
            repeat: -1
        });

        this.anims.create({
            key: 'turn',
            frames: [ { key: 'dude', frame: 4 } ],
            frameRate: 20
        });

        this.anims.create({
            key: 'right',
            frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
            frameRate: 10,
            repeat: -1
        });

        this.cursors = this.input.keyboard.createCursorKeys();

        var stars = this.physics.add.group({
            key: 'star',
            repeat: 11,
            setXY: { x: 12, y: 0, stepX: 70 }
        });

        stars.children.iterate(function (child) {

            child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));

        });

        this.scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });

        this.physics.add.collider(player, platforms);
        this.physics.add.collider(stars, platforms);

        this.physics.add.overlap(player, stars, this.collectStar, null, this);

        this.player = player;

        //  Start the RT Scene
        this.scene.launch('renderScene');
    },

    update: function ()
    {
        var cursors = this.cursors;
        var player = this.player;

        if (cursors.left.isDown)
        {
            player.setVelocityX(-160);

            player.anims.play('left', true);
        }
        else if (cursors.right.isDown)
        {
            player.setVelocityX(160);

            player.anims.play('right', true);
        }
        else
        {
            player.setVelocityX(0);

            player.anims.play('turn');
        }

        if (cursors.up.isDown && player.body.touching.down)
        {
            player.setVelocityY(-330);
        }
    },

    collectStar: function (player, star)
    {
        star.disableBody(true, true);

        this.score += 10;
        this.scoreText.setText('Score: ' + this.score);
    }

});

var RenderScene = new Phaser.Class({

    Extends: Phaser.Scene,

    initialize:

    function RenderScene ()
    {
        Phaser.Scene.call(this, { key: 'renderScene', active: false });

        this.rt;
    },

    create: function ()
    {
        //  Hide the Game Scene so it doesn't render (as we don't need it rendering twice)
        this.scene.setVisible(false, 'gameScene');

        this.rt = this.make.renderTexture({ x: 0, y: 0, width: 800, height: 600 }, false);

        this.rt.saveTexture('game');

        const mesh = this.add.mesh(400, 300, 'game');

        Phaser.Geom.Mesh.GenerateGridVerts({
            mesh,
            widthSegments: 6
        });

        mesh.hideCCW = false;
        mesh.modelRotation.set(2.604, 0.427, 0);
        mesh.viewPosition.set(0, 0, 2.833);

        const rotateRate = 1;
        const panRate = 1;
        const zoomRate = 4;

        window.mesh = mesh;

        this.add.text(16, 16, 'Drag mouse to Rotate (+ Shift to pan)\nWheel to zoom');

        this.input.on('pointermove', pointer => {

            if (!pointer.isDown)
            {
                return;
            }

            if (!pointer.event.shiftKey)
            {
                mesh.modelRotation.y += pointer.velocity.x * (rotateRate / 800);
                mesh.modelRotation.x += pointer.velocity.y * (rotateRate / 600);
            }
            else
            {
                mesh.panX(pointer.velocity.x * (panRate / 800));
                mesh.panY(pointer.velocity.y * (panRate / 600));
            }

        });

        this.input.on('wheel', (pointer, over, deltaX, deltaY, deltaZ) => {

            mesh.panZ(deltaY * (zoomRate / 600));

        });
    },

    update: function (time, delta)
    {
        var gameScene = this.scene.get('gameScene');

        this.rt.clear();

        this.rt.draw(gameScene.children, 0, 0);
    }

});

var config = {
    type: Phaser.WEBGL,
    parent: 'phaser-example',
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    },
    scene: [ GameScene, RenderScene ]
};

var game = new Phaser.Game(config);