4 May
2009
4 May
'09
7:17 p.m.
On May 4, 2009, at 6:09 PM, Keren Lasker wrote:
> just one comment: quaternions are more accurate than matrix > multiplications, and it is a common practice to use quaternions to > apply multiple rotations - so i would prefer if the internal > implementation of Rotation3D would stay as it is I'm not sure this is correct as rotation using a quaternion is more or less computing the rotation matrix and then applying it (hence it is slower than using a rotation matrix). Composing quaternions is much more stable than matrices (and the errors make much more sense).