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Clear every frame (in-game trails) and add a GL probe to diagnostics - #23
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…tics In game, moving the camera leaves stacked, ghosted copies of geometry and colours run to white/blue/cyan, while still frames (menu, pause) look right: something from earlier frames survives into later ones. - Run with gl_clear 1, so the client clears the colour buffer at the start of every view and nothing from a previous frame can carry over. - Add a GL probe in the render worker: it shadows the state the engine sets through WebGL and, for a few frames (5, 30, 120, 300, 600, then every 900), logs draws, blended draws and their factors, draws without depth test or depth writes, every clear with the scissor/mask state it ran under, framebuffer switches and glGetError, as "[Render360 GL]" lines in Copy diagnostics. It needs no GPU queries per draw. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Qy5DKdwTqGQqScWvJyNcft
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Problem
In game, moving the camera leaves stacked, ghosted copies of geometry, and colours run to white/blue/cyan. Still frames (main menu, pause screen) look right, so something from earlier frames is surviving into later ones.
Changes
+gl_clear 1. The client clears the colour buffer at the start of every view, so nothing from a previous frame can carry over.GL probe in the render worker. It shadows the state the engine sets through WebGL. On frames 5, 30, 120, 300 and 600, then every 900th frame, it logs a
[Render360 GL]line into Copy diagnostics with:glGetErrorThe probe needs no per-draw GPU queries. One test run on the phone will show what the engine is actually doing.
Checks
node --check emscripten/pre.jspasses.🤖 Generated with Claude Code
https://claude.ai/code/session_01Qy5DKdwTqGQqScWvJyNcft
Generated by Claude Code