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Fix VideoSample drawing when the underlying VideoFrame is rotated, fix incorrect sample initialization from a rotated VideoFrame, and fix a few other things
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@@ -7,6 +7,37 @@
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fileInput.type = 'file';
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document.body.append(fileInput);
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const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d');
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canvas.style.border = '1px solid black';
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ctx.fillStyle = 'blue';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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ctx.fillStyle = 'red';
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ctx.fillRect(0, 0, 200, 30);
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document.body.append(canvas);
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console.log("argh", new VideoFrame(canvas, {timestamp: 0, rotation: 90}))
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const sample = new Mediabunny.VideoSample(new VideoFrame(canvas, {timestamp: 0, rotation: 90}));
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console.log(sample);
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sample.setRotation(0);
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/*
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//sample.setRotation(90);
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console.log(sample);
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const frame = sample.toVideoFrame();
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console.log(frame)
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*/
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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sample.draw(ctx, 0, 0);
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//sample.drawWithFit(ctx, { fit: 'contain' });
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//ctx.drawImage(frame, 0, 0);
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fileInput.addEventListener('change', async () => {
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const file = fileInput.files[0];
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const input = new Mediabunny.Input({
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