Ok, I modified my multiplication code and now it works out (sans some small math errors. Hmm, guess I better figure out what's going on there! When mapped, the z and y axis are correct, but the x...
Type: Posts; User: fuse
Ok, I modified my multiplication code and now it works out (sans some small math errors. Hmm, guess I better figure out what's going on there! When mapped, the z and y axis are correct, but the x...
I have a function that takes a unit quaternion <w,x,y,z> and a point <x,y,z> and spits out the rotated 3d point.
void rotate(const float *quaternion, const float *point, float *newpoint)
This...