Well this is in the BlitzMax forum, so I didn't necessarily assume that you were using Blitz3D or even MiniB3D.
I'm using BlitzMax. Hence that's why it's in the BlitzMax forum. I mean you're right that if all you've got is TurnEntity,
TurnEntity? There's RotatEntity too. you've got to come back to Euler Angles, and I don't think it will matter how you get there.
It does matter. It also matters in what order you do the rotations. I don't know, but I don't think Axis Angles will help you, there are still an infinite number of Euler represenations.
Angle-Axis is actually pretty handy to use in OpenGL. No idea what you mean by the inifinite number of Euler representations, but I'm looking for 6DOF (no gimbal lock). And to expand on that a bit, I'm looking to get this working right so I can add torques at certain locations (aileron etc). If you're using B3DSDK, why are you using quaternions at all?
I never stated I was using B3DSDK. I'm using quaternions to avoid gimbal lock... If you're using MiniB3D, doesn't it have any matrix or quaternion commands?
I'm sure you're quite aware that MiniB3D has matrix and quats in it. If not, could you not add some?
It already has some... You seem to be proficient with Quaternions,
Not really but I'm getting there. Thanks for the compliment. so I would have thought a GetQuaternion() and SetQuaternion() function pair would have been ok.
Sure that sounds ok to me. That why I put those commands in my own quat lib about 3 years ago...Please, if you actually would like to help that'd be great man. I'm just stuck on trying to do local rotations. As in taking the current orientation and adding the new rotation to it. Which I thought I was doing but it's not working quite right.