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Endar

OpenGL Quaternion matices

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I just finished reading this quaternion tutorial here, and I wrote a small quaternion class. At one point he writes "All that is left for this tutorial is generating the matrix from the quaternion to rotate our points." I get that. You have the object's matrix (its model view matrix I think), and you multiply them together to change the object's rotation. Now, finally, the question: Doing it like this, I would need to be able to set the matrix for an object. How do I do that in OpenGL? And is this the right way to do it?

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