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2017-03-22 10:28:59 -0500 | asked a question | PyKDL wrong GetQuaternion output? Hi, i'm not sure if it's correct to ask something about PyKDL here but this is a bug produced by a ros node. The question is very simple, i have a PyKDL.Frame and i notice that its conversion to translation/quaternion (before send it to TF Broadcaster) si malformed. The following two rows: print frame, "\n" print frame.M.GetQuaternion() produce this result: [[ 3.21075e-06, 3.21074e-06, -0.999999; -3.21074e-06, -0.999999,-3.21075e-06; -0.999999, 3.21075e-06,-3.21074e-06] [ 0.632574, 0.982814, 3.08063]] (0.0039903364268270795, 0.0, -0.003990323614818683, 0.00040231585169223024) The last row is the quaternion but is wrong since the previous Rotation component seems to be a canonical base (0.99999999 should be equal to 1, and xxe-06 should be 0). In RVIZ the corresponding TF is slightly titled, that is why i realized the presence of something wrong. Thanks |
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2016-11-10 10:59:39 -0500 | answered a question | RVIz bad visualization of CUBE_LIST I found the problem!! It's a very strange bug... if you do: and for some reason you iterate over only
points.. this strange z_buffer problem happens |
2016-11-10 10:18:58 -0500 | asked a question | RVIz bad visualization of CUBE_LIST Something strange happens when i try to display CUBE_LIST in RVIz. As shown in figure: https://dl.dropboxusercontent.com/u/1... First of all you can see that cubes are a little bit transparent since world grid is visible under them, despite alpha setted to one per cubes: And you can see that right part of cube list seems to be (almost) correct, but left part has some problem with z-buffer because furthest cubes are drawn before nearest. How can i figure out ? |
2016-10-30 08:35:47 -0500 | commented answer | Rviz Marker Triangle List: bad shader @gvdhoorn this is the example node: https://dl.dropboxusercontent.com/u/1... there is an external parameter |
2016-10-29 15:17:23 -0500 | commented answer | Rviz Marker Triangle List: bad shader the result of "per color vertex" method is the one shown in the attached figure |
2016-10-29 09:07:07 -0500 | answered a question | Rviz Marker Triangle List: bad shader The issue is resolved by removing colors per each vertex! If you resize |
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2016-10-29 06:17:42 -0500 | commented question | Rviz Marker Triangle List: bad shader In this example is just a simple node with no TF tree behind. I just set frame_id as |
2016-10-29 04:02:34 -0500 | commented question | Rviz Marker Triangle List: bad shader Yes! It looks like flat from every vantage point. Reversing order of triangle makes all mesh go away. |
2016-10-28 07:53:55 -0500 | asked a question | Rviz Marker Triangle List: bad shader Why if i create a Mesh triangle-by-triangle by using visualization_msgs::Marker (type=TRIANGLE_LIST) the shader doesn't take into account normals ? Surface shader is not working. See attached image: |