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HelliceSaouli avatar HelliceSaouli commented on July 17, 2024

Hello
So according to this if I want to reproduce a view in OpenGL , all I need to do is to feed the shaders the projection matrix P without the need to flip axis in rotation matrix R or something ?

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simonfuhrmann avatar simonfuhrmann commented on July 17, 2024

Check out our rephotographer code in UMVE to reproduce a view in OpenGL:
https://github.com/simonfuhrmann/mve/blob/master/apps/umve/scene_addins/addin_rephotographer.cc#L112

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HelliceSaouli avatar HelliceSaouli commented on July 17, 2024

Thank you.Sir
It seems that the build I have is outdated and I can't find fill_gl_viewtrans -___- and looking to the code on
line 75 you flip the axis of mve rotation camera (the y and z, and it's weird since in this post (above) you said you already changed R and t to match OpenGL. thus using the mve camera directly must yield a correct rephotography.

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simonfuhrmann avatar simonfuhrmann commented on July 17, 2024

Where does it say it was changed to match OpenGL? It says the original reasoning was to follow the OpenGL conventions, and we ended up with a strange K matrix. So we fixed that. The linked code should do exactly what you want, no?

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