New answers tagged glm
You should probably use glm::angleAxis() (documentation here): glm::quat &rot = glm::angleAxis(glm::radians(90.f), glm::vec3(0.f, 1.f, 0.f));
the glm::quat(float, float, float, float); constructor doesn't do what you think it does. It sets the values directly. The values of the quaternion (w, x, y, z) are in order: the cosine of half the angle, the sine of half the angle times the x coordinate of the normalized rotation axis, and the same for the y ans z components. So instead you want to use ...
Top 50 recent answers are included