Fix movie compositor publication

This commit is contained in:
gamer147
2026-07-11 12:41:37 -04:00
parent 024accd8d1
commit 78174df03a
5 changed files with 39 additions and 40 deletions

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@@ -280,9 +280,12 @@ frame; both still pass with the entire `extracted/` tree physically moved aside
SC0000's native capture verifies operands `(0x33, 0, 2, 0)` and immediate VM continuation at `0x13d1`.
In Godot the real site opens the same 8,194,052 VFS bytes, publishes changing 800x600 frames, and retains
them across pre-yield static surface preparation. The later `0x21c` presentation service remains parked
until DirectShow EOF, then scene cleanup stops the movie. Manual interactive validation still does not show
the movie despite those successful lifecycle logs; visible compositor/layer publication is the next bounded
investigation. The real-scene trace remains a separate extracted-present test
until DirectShow EOF, then scene cleanup stops the movie. The initial invisible result was compositor-only:
the static `(assetId,colorKey)` image cache froze the first movie sample, while an extra current-sample
background copy was covered by the correctly positioned retained movie object. Dynamic movie surfaces now
bypass that cache and publish only at their retained z-position. A windowed run reached first frame 101 and
stop frame 190, and manual observation confirmed visible changing video. Movie audio remains intentionally
unrendered. The real-scene trace remains a separate extracted-present test
because the current `Paths.Scripts()` test bootstrap still locates its root `*.BIN` fixtures there; migrating
that test/bootstrap path is unrelated to movie asset loading and was not folded into this slice.