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Home/ Questions/Q 7543087
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T08:20:12+00:00 2026-05-30T08:20:12+00:00

I want to create screen-in-screen functionality in my HTML5 game, and to do this

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I want to create screen-in-screen functionality in my HTML5 game, and to do this I’m thinking the following pseudo-code:

//Called once per frame
function draw(){
  set a mask rectangle
  draw only pixels of current frame that are inside this rectangle
}

I know I can check the coordinates of individual pixels before drawing them but this seems like it will have a severe impact in performance and want to avoid it…

Is there a native way of implementing this using 2D context methods? And if so, how?

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  1. Editorial Team
    Editorial Team
    2026-05-30T08:20:13+00:00Added an answer on May 30, 2026 at 8:20 am

    Don’t check for single pixels, just draw whole elements which intersects with current view of your “smaller screen”

    Some examples how can u achieve “screen-in-screen”:

    Create another (buffer) canvas representing your in-game screen, draw on it, and then draw it on the main canvas.

    or

    Create another Canvas element which will work as a layer, give it higher z-index than the main canvas, add it to current DOM tree and draw on it.

    or

    Use clip


    ps: benchmark for drawing outside current viewport: http://jsperf.com/comparing-onscreen-offscreen-rendering-to-canvas

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