Thanks. To build a quaternion from euler angles, should I create an identity quaternion with D3DXQUATERNIONIdentity, and then use 3 calls to D3DXQUATERNIONRotationAxis to set the rotation angles in each axis?
EDIT:
Oops, I found this one that does all the dirty work: D3DXQUATERNIONRotationYawPitchRoll
Now which do I use to transform the 3D vector with the quaternion?
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