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Camera directions #119

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@kavonszadkowski

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@kavonszadkowski

There are different possibilities of how to orient cameras. For instance, in most work on graphics and vision, the depth of the image is the (negative) Z component, whereas in MARS, it is currently the X component. Cameras in Blender follow the -Z convention, however currently SMURF assumes the camera to be oriented as its parent link.

I say we go with the usual convention and assume MARS does that, too.

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    discussionDiscussion about a feature/function of PhobosfeatureNew feature proposal/idea for Phobos.

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