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    <p>you can check the device orientation like this : </p> <pre><code> if ((deviceOrientation == UIInterfaceOrientationLandscapeLeft &amp;&amp; position == AVCaptureDevicePositionBack) ) { </code></pre> <p>and if above condition or whatever your condition is satisfies then you can rotate your image using the code below : </p> <pre><code>-(void)rotateImageByDegress:(int)degrees{ if (degrees == 0.0) { return self; } // calculate the size of the rotated view's containing box for our drawing space UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,self.size.width, self.size.height)]; CGAffineTransform t = CGAffineTransformMakeRotation(DegreesToRadians(degrees)); rotatedViewBox.transform = t; CGSize rotatedSize = rotatedViewBox.frame.size; [rotatedViewBox release]; // Create the bitmap context UIGraphicsBeginImageContext(rotatedSize); CGContextRef bitmap = UIGraphicsGetCurrentContext(); // Move the origin to the middle of the image so we will rotate and scale around the center. CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2); // // Rotate the image context CGContextRotateCTM(bitmap, DegreesToRadians(degrees)); // Now, draw the rotated/scaled image into the context CGContextScaleCTM(bitmap, 1.0, -1.0); CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2, self.size.width, self.size.height), [self CGImage]); UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return newImage; </code></pre> <p>}</p>
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