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@@ -828,7 +828,7 @@ and a rotation matrix.
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It optionally returns three rotation matrices, one for each axis, and the three Euler angles in
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degrees (as the return value) that could be used in OpenGL. Note, there is always more than one
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sequence of rotations about the three principal axes that results in the same orientation of an
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object, e.g. see @cite Slabaugh . Returned tree rotation matrices and corresponding three Euler angles
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object, e.g. see @cite Slabaugh . Returned three rotation matrices and corresponding three Euler angles
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are only one of the possible solutions.
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*/
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CV_EXPORTS_W Vec3d RQDecomp3x3( InputArray src, OutputArray mtxR, OutputArray mtxQ,
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@@ -854,7 +854,7 @@ matrix and the position of a camera.
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It optionally returns three rotation matrices, one for each axis, and three Euler angles that could
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be used in OpenGL. Note, there is always more than one sequence of rotations about the three
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principal axes that results in the same orientation of an object, e.g. see @cite Slabaugh . Returned
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tree rotation matrices and corresponding three Euler angles are only one of the possible solutions.
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three rotation matrices and corresponding three Euler angles are only one of the possible solutions.
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The function is based on #RQDecomp3x3 .
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*/
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@@ -2322,7 +2322,6 @@ void initInverseRectificationMap( InputArray cameraMatrix, InputArray distCoeffs
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InputArray R, InputArray newCameraMatrix,
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const Size& size, int m1type, OutputArray map1, OutputArray map2 );
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//! initializes maps for #remap for wide-angle
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CV_EXPORTS
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float initWideAngleProjMap(InputArray cameraMatrix, InputArray distCoeffs,
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