Hello Renan, > But what exactly these four numbers relate to the rotation > matrix? More specifically, how do they relate to the arguments of the > constructor osg::Quat(angle1, &axis1, angle2, &axis2, angle3, &axis3).
This document should be useful to you: http://www.j3d.org/matrix_faq/matrfaq_latest.html The URL is misleading, it's the "Matrix and Quaternion FAQ". Take the example code with a grain of salt, as it is sometimes unclear if they order their matrices in the OpenGL way or the mathematical standard way, but the explanations should be useful. BTW, there is currently no method to get back values in the form you want, but you can use osg::Matrix::makeRotate(const osg::Quat& q) to get a rotation matrix from your quaternion. Then, you will be able to use that matrix in ways that may be more familiar to you than using quaternions (though I would advise learning at least the basics of quats, they are useful). J-S -- ______________________________________________________ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ ---------------------------------------------------------------- This message was sent using IMP, the Internet Messaging Program. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

