I'm trying to render a rotating cube on Opengl ES 2.0, using some math classes I wrote (based on a lot of online and offline info) for quaternions, matrixes and the like. As far as I know all the math classes are right, but I'm still having some issues rotating objects.
The scene is a simple cube, with no translation or scale, I've tried both without projection setup and with projection, and in any case it acts strangely. Without the projection, it looks like the mesh deforms until at some point it breaks, but it's hard to tell what's really going on. With perspective projection, this is a video of what it does rotating about the y-axis.
The rotation is simply an angle being incremented by 0.05f each frame (never decremented), but the effect isn't what I think it should be at all.
Does someone know where should I start looking for mistakes? Thanks.
Note: I haven't posted any code because I don't know where the problem might be (and posting the whole thing is way too much), if anyone has any clues, I will post any code that might be useful.