ok, who out there uses quaternions?
can you get pixel perfect rotations about local axes at arbitrary orientations? or does floating point error creep in and spoil the fun the way it does with matrices?
lets say incremental turns around local y by 1/10th degree per turn (3600 turns to do a 360), and 1600 x 900 screen resolution. can a floating point quat, starting from any orientation, come back to exactly the same pixel every time after doing a 360?