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

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