Hi,
> q*f in OSG is shorthand for (qc * fq * q). It's the > opposite of what one might expect. There are some inconsistencies... My approach is always to try it the way I think it should work, and when it doesn't, start playing with the multiplication order - eventually something works. It does mess with my head a bit when I try and understand the math, but in the end as long as my code does what I want, I'm don't worry much. Just out of curiosity, does anyone know why quat*vec3 was implemented the way it was? Everything I've read (outside of osg) about using quats to rotate points (ie vectors) says q*fq*qc is the way to do it. Cheers, Tom ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29633#29633 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org