How do you render the objects - are you converting them back into Euler angles and then using glRotatef with them? AFAIK your general idea is correct, if you want to represent a bunch of rotations, you make them, and then combine then (and you're right, order matters).
I think that the order you multiply them by should be the same order as the one you render them in, for example if you're multipling x * y * z, then when you convert to Euler angles you should rotate around the X axis, then Y then z.
I'm still trying to get my head around Quaternions, but I _think_ this is correct. It's how they're being represented in my game at the moment anyway, and I'm doing a space themed game too ;p
Mogthew
Member Since 20 Feb 2007Offline Last Active Apr 24 2012 07:31 PM

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