Hi,

> As for the quaternion vs axis/angle, I had thought I HAD to translate
> them originally (I found out later with more research that I just had
> to use the more complicated matrix math rather than simple glrotate
> and gltranslate calls if I didn't).  I don't suppose you could direct
> me to a tutorial or good description that will help a 3D rendering
> newbie like me use the quaternions?  If it really is better/faster, I
> want to go that route rather than finding out later I should have.

Quaternions aren't faster (well ok nlerp can be) but they are better
at least for interpolation, sice you are clearly reading keyframing
data, thus I assumed that you will interpolate it sooner or later
therefore transforming them to axis/angle looks a bit redundant (since
usually rotation is interpolated with cubic quaternion interpolation
aka. squad).

If yor some basic info about quaternions you can check this old (very)
flipcode FAQ:
http://www.flipcode.com/documents/matrfaq.html (this is really basic
so may be a bit too basic :))

After bit searching I also found this:
www.itu.dk/people/erikdam/DOWNLOAD/98-5.pdf looks ok to me

And of course if you have Foley, van Dam "CG: Principles And Practice"
book. (It may be a bit outdated nowadays but still it's a CG bible)

--
Bart 'arcone1' Janusz
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