diff --git a/make-oneshot-mac.command b/make-oneshot-mac.command
index 9b40905..3c9accf 100755
--- a/make-oneshot-mac.command
+++ b/make-oneshot-mac.command
@@ -4,7 +4,7 @@ set -e
cd `dirname $0`
# User-configurable variables
-mac_version="1.0.2"
+mac_version="1.0.4"
make_threads=8
ONESHOT_PATH=$HOME/Library/Application\ Support/Steam/steamapps/common/OneShot
diff --git a/patches/mac/Info.plist.in b/patches/mac/Info.plist.in
index 21c4a28..7f693f7 100755
--- a/patches/mac/Info.plist.in
+++ b/patches/mac/Info.plist.in
@@ -19,7 +19,7 @@
CFBundlePackageType
APPL
CFBundleVersion
- macOS Port v.ONESHOTMACVERSION (OneShot Solstice Update)
+ macOS Port v.ONESHOTMACVERSION
CFBundleShortVersionString
ONESHOTMACVERSION
LSApplicationCategoryType
diff --git a/src/graphics.cpp b/src/graphics.cpp
index a9be445..5b6281a 100644
--- a/src/graphics.cpp
+++ b/src/graphics.cpp
@@ -743,6 +743,9 @@ void Graphics::transition(int duration,
setBrightness(255);
+ /* Capture new scene */
+ p->screen.composite();
+
/* The PP frontbuffer will hold the current scene after the
* composition step. Since the backbuffer is unused during
* the transition, we can reuse it as the target buffer for
@@ -750,9 +753,6 @@ void Graphics::transition(int duration,
TEXFBO ¤tScene = p->screen.getPP().frontBuffer();
TEXFBO &transBuffer = p->screen.getPP().backBuffer();
- /* Capture new scene */
- p->screen.composite();
-
/* If no transition bitmap is provided,
* we can use a simplified shader */
TransShader &transShader = shState->shaders().trans;