Reputation: 1169
I implemented my quaternion class like this. I can convert the quaternion to 3x3 rotation matrix, but then how should i apply that to my modelview matrix?
Upvotes: 0
Views: 283
Reputation: 1140
glMultMatrixf(GLfloat*) and glMultMatrixd(GLdouble*) do exactly what you need. The only thing is to convert 3x3 matrix (O) to 4x4 matrix (O') by adding some 0 and 1:
| 0|
O' = | O 0|
| 0|
| 0 0 0 1|
Note that openGL stores matrices in column-major order (like in Fortran).
Upvotes: 1