Matt Caron wrote:
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.
There's a discussion about this at EuclideanSpace:
http://www.euclideanspace.com/maths/geometry/rotations/for/decomposition/
--"J"
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org