Comments (4)
from webots.
The bug is present only for spherical cameras.
from webots.
I found the exact reason, the problem is at the merge_spherical
shader level.
Indeed because of the spherical deformation, the wrong vertical pixel is selected, in case of lidars we should perform the deformation only horizontally but not vertically.
from webots.
Tilting the camera doesn't seem to be a good idea, in case of spherical camera, it is really a mess if the cameras are tilted (sub-cameras border don't coincide anymore).
Instead of tilting the sub-cameras, it seems safer to create a bigger field of view and use only the interesting part (so that the orientation of all the sub-cameras is conserved), but this will require some re-factorization.
from webots.
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from webots.