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/

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