I use a quaternion to store the current orientation of the object ( relative to the world axes). I use another quaternion to store the angular velocity (right now, a just something I entered in the source). Every frame, I go:
Code: Select all
quaternionRotation += quaternionAngularVelocity * floatFrameTime;
But this doesn't work.
I thought the whole advantage of quaternions is that the above line made sense. Can anyone point out what I'm doing wrong (other than being an idiot)?