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zondag 22 januari 2012 Quaternions and OpenFrameworks There are multiple ways of representing rotation in a 3D environment. You have "normal" rotation (degrees about the XYZ axis), axis-to-angle rotation (rarely used in 3D animation), Euler angles, and quaternions. Each of them has its advantages and disadvantages, it just depends on the kind of project you are working on. I found that in my part
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