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Quaternion roll jerkiness

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So I am in the process of making my fps camera work as a 3rd person one as well. I am using euler angles and quaternions to handle my yaw, pitch and roll. I make quaternions out of the world x and y axes and use the camera's view vector as the z axis and I rotate about those using euler angles. Next I handle position changes by moving along the view vector, up or right vector. I'm running into a slight jerk when I simply roll my camera then move my camera (even just along the view vector), when I go to roll the camera again. Looks like the angles are off or the rotation vector is now wrong. Do I need to keep multiple rotation axes and angles for each roll I apply to the camera (I'd like to avoid this)? Am I supposed to recalculate the euler angle and how?

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