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Move WebGL2's drawFrame() function to animate() function
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@@ -65,7 +65,7 @@ export class ScreenshotManager {
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const canvasContext = this.canvasContext;
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if ($player instanceof HTMLCanvasElement) {
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streamPlayer.getWebGL2Player().drawFrame(true);
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streamPlayer.getWebGL2Player().forceDrawFrame();
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}
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canvasContext.drawImage($player, 0, 0, $canvas.width, $canvas.height);
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