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Jun 26, 2018 at 13:06 comment added DMGregory Then do it the way you find clear. It doesn't sound like you need anything from us here. Unless you'd like to ask how to determine the facing direction from Euler angles or quaternions. (Hint: Euler angles are just the two angles you're already using, plus an extra one for rolling the camera about its view axis)
Jun 26, 2018 at 13:02 comment added user1095108 I can delete my question, if you want. I just find it hard to know, where the camera is pointed at, if it is specified with a quat, or even 3 euler angles, while with unit sphere angles I know immediately where the camera is pointed at.
Jun 26, 2018 at 12:27 comment added DMGregory Quaternions are good when you're trying to compute rotations — like interpolating between two rotation keyframes, or stacking one rotation on top of/relative to another — without biases along particular axes or poles. If you haven't found a need for them in your camera logic yet, then it's probably because you don't need them for what you're doing. Camera control is one case where we often want bias & poles (eg in a typical FPS camera where we can yaw 360° but only pitch ±90° or less)
Jun 26, 2018 at 12:25 comment added user1095108 @DMGregory No, I don't have any problem with this approach, but I'm not a rendering/shading guru. Some people swear, say, by quaternions and it's supposedly better to use them for some reason, that I can't comprehend atm.
Jun 26, 2018 at 12:21 comment added DMGregory Don't ask for permission, just do it and ask for help if it goes wrong. ;) Even if no developer on Earth had done this before, if it works for your case, that's all you need. But yes, storing a camera orientation as angles and building a matrix from that is a common approach. Have you encountered any trouble putting this into practice?
Jun 26, 2018 at 11:54 history asked user1095108 CC BY-SA 4.0