On Sun, 2007-11-25 at 01:41 +0000, Michael Sheldon wrote: > Hi, > > I'm currently working on creating an omnidirectional camera for use in > Gazebo 0.7; however I'm having a little bit of trouble setting the > camera rotation. The way I'm acquiring an omnidirectional image, is to > make 4 passes with a 90 degree field of view, these will later be cube > mapped on to a sphere to simulate the distortion of a real > omnidirectional camera (one which uses a hyperbolic mirror).
Ah don't worry, I've solved it now. I should have been rotating by adding quaternions (using GzCoordRotationAdd), rather than treating it as an orientation about the axis. Cheers, Mike. ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Playerstage-gazebo mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
