fix: CaptureFrame no longer overwrites CapturedFrame with null
Root cause: CaptureFrame returned null and was assigned to CapturedFrame, overwriting the data that ReadCapturedBuffer had just set at the start of the same frame. Fix: CaptureFrame is now void — only records GPU copy commands. ReadCapturedBuffer runs at start of next frame (after WaitFrame/fence) and sets CapturedFrame with actual pixel data. Program.cs reads CapturedFrame after RenderWorld — now contains data from the previous frame's GPU copy.
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