In trying to solve this problem, I tracked down the problem to the conversion of the rotation matrix to quaternion. In particular, consider the following matrix: -0.02099178 0.9997436 -0.008475631 0 ...
Background: I'm trying to create a game where the camera is always rotating around a single sphere. I'm using the DirectX D3DX math functions in C++ on Windows. The Problem: I cannot get both the ...
I am attempting to implement a sort of, smooth camera that has angle offsets from the player as they turn, creating a cinematic effect as well as visual feedback for when the player turns. Here is an ...
My game entities currently hold a quaternion for their orientation with the ability to return either a 3X3 full rotation matrix (based on that quaternion), or a full 4X4 transform matrix. though what ...
I am trying to rotate a direction vector (0,0,1,0) by a rotation quaternion in DirectX. From what understanding, to rotate the vector you must do NewVector = rotQuaternion * Vector * ...