fix(game): 🐛 ensure accurate texture capture by forcing draw cycles

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
Natalie 2026-05-10 05:36:36 -07:00
parent 1529b878c3
commit 5fcab0382d

View file

@ -228,10 +228,15 @@ func _capture_step(label: String, mode: String, focus: Vector2i = Vector2i.ZERO)
else:
_setup_camera_fit()
_sync_renderers()
# Wall-clock wait so every queued canvas redraw and the camera transform
# both flush through the GPU composite before we read the texture.
# process_frame fires BEFORE draw; only a real timer hands the GPU time.
await get_tree().create_timer(0.5).timeout
# Force a draw cycle now so the canvas-item changes + camera transform
# both make it into the framebuffer before we read it. Without this the
# captured texture is a stale snapshot of the FIRST rendered frame and
# every subsequent screenshot serialises identical bytes (verified hash
# collision across 12 frames in an earlier run).
await get_tree().process_frame
await get_tree().process_frame
RenderingServer.force_draw(false, 0.0)
await get_tree().process_frame
var image: Image = get_viewport().get_texture().get_image()
if image == null:
push_error("gameplay_arc: viewport image null at %s" % label)