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Fix lidar heightmap detection #760
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Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
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@@ Coverage Diff @@
## ign-rendering6 #760 +/- ##
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- Coverage 77.82% 77.81% -0.01%
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Files 146 146
Lines 13397 13397
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- Hits 10426 10425 -1
- Misses 2971 2972 +1
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ahcorde
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LGTM, just two minor suggestions
Signed-off-by: Ian Chen <[email protected]>
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Calling Sensor::SetVisibilityMask in ogre2 with bits 31 or 30 set (which are reserved by OgreNext) would cause wrong rendering. PR #760 already tries to fix this issue on a localized problem: heightmap in lidar. This is the general solution. This PR simply uses PassSceneDef::setVisibilityMask instead of directly setting PassSceneDef::mVisibilityMask to mask out the reserved flags. Ogre2Camera::setVisibilityMask has been modified to warn when the reserved flags are set. Other cameras (e.g. Lidar's Ogre2GpuRays) won't warn though, since they don't derive from Ogre2Camera. I cannot add such warning without breaking the ABI. Signed-off-by: Matias N. Goldberg <[email protected]> Co-authored-by: Ian Chen <[email protected]>
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This is a backport of gazebosim#760 which is a fix to gazebosim#712
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This is a backport of gazebosim#760 which is a fix to gazebosim#712
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Signed-off-by: Ian Chen [email protected]
🦟 Bug fix
Fixes #712
Summary
Fixes lidar heightmap detection which was broken when visibility mask / flags were added. It seems to only have affected
ogre2
implementation. The new integration test passes with ogre 1.x locally for me without making any changes to theogre
implementation.Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining
Signed-off-by
messages.