Fix WebCamTexture orientation on the wire#276
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MaxHeimbrock merged 2 commits intomainfrom May 7, 2026
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Two related issues caused remote participants to see local video at wrong orientations: 1. GetVideoRotation was mismapping cases: 0→_180, 180→_0, 270→_180. Android front cam in portrait reports videoRotationAngle == 270, so remotes saw the stream 90° off. Replaced with a straight passthrough across all four angles. 2. GetPixels32 returns rows bottom-up but WebRTC expects top-down, so the buffer was being sent vertically flipped. The previous "0→_180" mapping was masking this on desktop (180° rotation visually approximates a Y-flip on roughly-symmetric subjects), but it was never actually correct. Flip rows during the buffer copy. Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
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Summary
Fixes two related bugs that caused remote participants to see local video at the wrong orientation:
WebCameraSource.GetVideoRotationwas mismapping cases (0→_180,180→_0,270→_180). Android front cam in portrait reportsvideoRotationAngle == 270, so remotes saw the stream 90° off. Replaced with a straight passthrough across all four angles.GetPixels32returns rows bottom-up but WebRTC expects top-down, so the buffer was being sent vertically flipped. The previous0→_180mapping was masking this on desktop (180° rotation visually approximates a Y-flip on roughly-symmetric subjects), but it was never actually correct. Flip rows during the buffer copy.Also includes a missing
.metafile forTaskYieldInstruction.cs.Test plan
_180hack to mask the Y-flip)🤖 Generated with Claude Code