Inspecting the output
What the build writes
Section titled “What the build writes”| File | What it holds |
|---|---|
rz/rasterize.css | every generated rule: what was stripped and the ::before that replaced it |
rz/<asset>.<state>.png | the textures |
rz/rasterize.manifest.json | every asset: mode, size, ink overflow, slice insets, live parts, hash |
rz/rasterize.diagnostics.json | every diagnostic in full, with every element it applies to |
rz/report/<route>.png | the page as shipped, the page without the bake, and their difference |
Start with rz/report/<route>.png. It is a three-panel comparison: green is live CSS, blue is what
shipped, and red marks where they disagree.
Looking at the live page
Section titled “Looking at the live page”Open the page in the Player, then open localhost:9444 in Chrome. The Player serves a full
DevTools frontend from that port with no flags to set.
- Did this element get a texture? There is no node or attribute to inspect, because the
decoration is a
::before. The deciding factor is whether a generated selector matches the element. Paste a selector fromrz/rasterize.cssinto the console to see what it hits. Note thatgetComputedStyle(el, '::before')reportsnonehere even while it is painting. - Which variant is showing? Read the
::beforerules. The base rule carries the box and the base texture; each variant rule changes only the image under:hover,:active,:focus,[disabled], or a class. Later rules win, so a pressed button that is also hovered reads as active. - What was captured? Open the texture URL from the rule on its own. Blank, clipped, or rotated content tells you what went wrong at capture time.
Reproducing a capture
Section titled “Reproducing a capture”npx gameface-rasterize bake dist --debugThis writes every capture, before and after trimming, to node_modules/.cache/rasterize/debug/.
Each file has a JSON sidecar with the plan, measured ink overflow, and computed placement. That tells
you whether the asset was captured wrong or placed wrong.
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