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Quaternions trouble...

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Can anyone please help me with converting quaternions from a right-handed coord. system to a left-handed system? I'm writing an OGRE (right-handed) mesh importer for a pure DX engine (left-handed) so I managed to convert static meshes (just multiply z coord by -1, and reverse vertex order - v1, v2, v3 = v1, v3, v2). I'm having trouble with converting scene information. My nodes in a scene graph are represented by position, orientation (quaternion), and scale. I found out that for converting quaternions, you use the Conjugate method, but the trouble is that when conjugating, 90% of my nodes are converted correctly, but there are always a few nodes that don't look good (to get them looking right, i have to add an extra rotation of 180 degrees around X). Can anyone tell me why does this happen?

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