D3DXQuaternionRotationYawPitchRoll(&qOrient,ga->getRotation().y,ga->getRotation().x,ga->getRotation().z); D3DXMatrixRotationQuaternion(&rotation,&qOrient); world=scale*rotation*move;
The results are similar in that one axis rotates in model coords and the rest in world coords. Note in this case it is Z that always rotates in model space and X and Y that rotate in world space.