If you multiply two normalized quats you get a normalized quat. If you mulitply a non-normalized and a normalized and you want a normalized result you must normalize the result. But regardless if...
Type: Posts; User: VirtualAce
If you multiply two normalized quats you get a normalized quat. If you mulitply a non-normalized and a normalized and you want a normalized result you must normalize the result. But regardless if...
Have a look at this code. It specifies the axis of rotation but not as you would expect.
void X3DCamera::Pitch(float angle)
{
D3DXQUATERNION quat = m_qRot;
...
I see one problem for sure. Remember that a transform is Scale * Rotation * Translation. You are doing Translation * Rotation which will cause the object to rotate around the point you translated...
You mean you want to avoid gimbal lock or when a rotation about one axis results in an unintended rotation around another axis. You can either use axis-angle rotations or use quaternions and then...