Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Michael Hough" Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Quaternion 2 Matrix ... Date: Mon, 24 May 1999 10:07:40 -0700 Organization: SCEA News Server Lines: 22 Message-ID: <7ic1an$2j2@scea> References: <7i9jkp$lic17@chuka.playstation.co.uk> <7i9p8e$hd3@scea> <7i9rjf$lic18@chuka.playstation.co.uk> <7i9sqd$hd4@scea> <7ib7u5$sfd3@chuka.playstation.co.uk> NNTP-Posting-Host: rippy.Stanford.EDU X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 Markus Tesche wrote in message news:7ib7u5$sfd3@chuka.playstation.co.uk... > > OK, at first how you used RotMatrix donīt you convert your quaternion > directly to the Matrix ?? Sorry, I should have been clearer. The older version of my program used RotMatrix() on PSX to generate its rotation matrices; when switched over and wrote routines that converted x,y,z angles -> quaternion -> matrix, I had to be careful about the order for that first conversion. But you've generated your quaternions outside of the PSX, so that shouldn't apply. Hmm. Unfortunately, I don't see anything that could be causing a problem. I assume you've taken care of the endian thing when going from PC to PSX? You're using unit quaternions; that's all I can think of, really. If you do figure it out, let me know; I'm curious now. mike