If you can post the full code of your quaternion operation may be I can help then .
Sent from my iPhone On Apr 30, 2011, at 1:52 PM, vangojames <[email protected]> wrote: > Hi guys, > > Please help me. I'm really stuck at trying to implement a Quaternion > based free camera. My current approach is this: > > ON EACH UPDATE:: > > - Get yaw pitch and roll increase > - Create quaternions for yaw, pitch and roll (for example > Quaternion.fromAxisAngle(Vector3D.X_AXIS, pitch)) > - Multiply together in order pitch * yaw * roll to get new temp > quaternion > - Multiply cameraRotation quaternion by this new temp quaternion > - Calculate target by doing > cameraRotation.rotatePoint(Vector3D.Z_AXIS); > - Calculate up by doing cameraRotation.rotatePoint(Vector3D.Y_AXIS); > - lookAt(trget, up) > > Needless to say this doesn't work. I just get the tiniest amount of > movement and it isn't what is expected at all. Would someone be able > to explain the correct approach? > > Thanks!! > > James
