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Next-Generation Graphics Engine
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 Post subject: quaternion
PostPosted: 18.07.2009, 14:53 
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Joined: 22.06.2009, 13:40
Posts: 3
Please have a look at:

utMath.h:
Matrix4f( const Quaternion &q )

I think all coefficients mentioned need an extra factor off 2.0


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 Post subject: Re: quaternion
PostPosted: 19.07.2009, 10:56 
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Joined: 10.09.2006, 15:52
Posts: 1217
The 2.0 is a bit hidden but is given by x2, y2, and z2.
If that function were wrong we would not have any correct animations.


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 Post subject: Re: quaternion
PostPosted: 21.07.2009, 06:28 
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Joined: 22.06.2009, 13:40
Posts: 3
Yes, I see it now, sorry.


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