Damien did the Gizmo's for flowed, involved a lot of matrix math and quats to get it to work right. Was a really good exercise in learning some pretty important 3D math for game dev outside of blitz3D. He never had to learn it before because blitz3D does everything for you. So a lot really depends on the language your using.
Yaw, pitch and rotate in ogre work fine most of the time, so I'm not 100% sure why the complicated stuff was necessary, but the results were much better. Seems that the math involved is pretty tricky, good luck with finding a solution.
The biggest problem we had was a kind of floating point drift, where multplying matrices didn't quite add up, so we got some funny stretching behaviours. Ended up being a really basic problem that we were not familiar with. You just had to normalize the quats to get accurate rotations.
That was the one thing that messed our gizmos up for a while.
Yaw, pitch and rotate in ogre work fine most of the time, so I'm not 100% sure why the complicated stuff was necessary, but the results were much better. Seems that the math involved is pretty tricky, good luck with finding a solution.
The biggest problem we had was a kind of floating point drift, where multplying matrices didn't quite add up, so we got some funny stretching behaviours. Ended up being a really basic problem that we were not familiar with. You just had to normalize the quats to get accurate rotations.
That was the one thing that messed our gizmos up for a while.