Blitz3D Quaternions

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That did not work.

I am checking the euler I put into the function, and the euler Blitz3D calculates is NOT the same.

My exporter says 0.0,90.0,-90.0 --> Blitz3D says 0.0,-90.0,90.0

When I rotate the object in Blitz3D to 0.0,90.0,-90.0, the same angles my editor says, it has the exact same orientation. So the problem is definitely the translation of the euler to the quaternion and back.