If I can split up a quaternion to rotations about arbitrary axes then thats fine - I just need to know how to make that split.
For example if I have a quaternion with some rotation about some axis, I might need to grab the rotation around (0,0,1) from that quaternion. But I don't see how to do that right now. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32661#32661 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

