blood.angel
01-31-2002, 06:01 PM
Sorry about this but I cant find anything to answer my question in a search.
Right. I've read the FAQs on quaternions and want to know how to implement them in OpenGL. Im trying to do a rubixs cube and am trying to bypass the problem of gimbal lock. The rotation angles are stored as eulers floats.
Have I got this right for converting euler angles into quaternions into a rotation matrix:
1. Get Euler angles.
2. Convert the three angles into a single quaternion.
3. Convert the quaternion to a rotational matrix.
4. glMultMatrix the rotational matrix when drawing object.
[This message has been edited by blood.angel (edited 01-31-2002).]
Right. I've read the FAQs on quaternions and want to know how to implement them in OpenGL. Im trying to do a rubixs cube and am trying to bypass the problem of gimbal lock. The rotation angles are stored as eulers floats.
Have I got this right for converting euler angles into quaternions into a rotation matrix:
1. Get Euler angles.
2. Convert the three angles into a single quaternion.
3. Convert the quaternion to a rotational matrix.
4. glMultMatrix the rotational matrix when drawing object.
[This message has been edited by blood.angel (edited 01-31-2002).]