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This repository has been archived by the owner on Jul 30, 2024. It is now read-only.
I had a doubt about what camera coordinate convention do you follow - is it the OpenGL one (X: right, Y: upwards, and Z: backward) ? If yes, then can you help me on how I can use my own pose matrices (X: right, Y:downwards, Z: forward)?
Will flipping the negative sign of y and z coordinates mentioned here ( #12 ) be sufficient?
Also, are these poses camera_To_world or vice-versa?
TIA
The text was updated successfully, but these errors were encountered:
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Hi! thank you for the implementation :)
X: right, Y: upwards, and Z: backward
) ? If yes, then can you help me on how I can use my own pose matrices (X: right, Y:downwards, Z: forward
)?Will flipping the negative sign of y and z coordinates mentioned here ( #12 ) be sufficient?
TIA
The text was updated successfully, but these errors were encountered: