Pavel Rojtberg

Results 316 comments of Pavel Rojtberg

you need to port this: https://github.com/opencv/opencv/pull/10604

> Basically when "Vector multiplication" is said it is implied to be Cross product , which is completely different thing. why not dot product?

_Original comment by_ **Aidan Mueller (Bitbucket: [admueller](http://bitbucket.org/admueller), GitHub: [admueller](http://github.com/admueller))**: --- I am barely past the introduction. And I strongly agree that this series should be continued. It is by far...

_Original comment by_ **boblehest (Bitbucket: [boblehest](http://bitbucket.org/boblehest), GitHub: [boblehest](http://github.com/boblehest))**: --- In my opinion, this is the very best OpenGL tutorial out there, and I think a lot of people share that...

_Original comment by_ **Jason McKesson (Bitbucket: [alfonse](http://bitbucket.org/alfonse), GitHub: [alfonse](http://github.com/alfonse))**: --- I should do an appendix on debugging OpenGL, particularly shaders. But I'm not sure how good gDEBugger is with core...

_Original comment by_ **Jason McKesson (Bitbucket: [alfonse](http://bitbucket.org/alfonse), GitHub: [alfonse](http://github.com/alfonse))**: --- I'll consider it.

1. bundle adjust the scene objects and then use the markers and/ or the kinect for camera tracking 2. likely some variant of kinect fusion 3. you can derive these...

you will need a renderer for that. One possibility is to extend the blender script of Wohlhart: https://github.com/paroj/ObjRecPoseEst/releases/download/v1/camera_scripting_blender_render_train_scenes.blend

seems like it crashes only if texture sampling is used. A simple hello-world fragment HLSL shader displaying uv coordinates did work.

ogre must be compiled with `OGRE_RESOURCEMANAGER_STRICT=0` for stuntrally. See: https://github.com/paroj/stuntrally/blob/8b0d2b053a486e407ba4ebadd4e9ab4f1ac50d5d/snapcraft.yaml#L34