Original Post
I want to turn a normal vector into a quaternion so I can create an orientation matrix for a hemisphere to send rays through. So the angle around the vector doesn't matter. Now when looking around the interwebs it always tells me that the formula for going from an angle-axis to a quaternion is: w=cos(a/2) x=sin(a/2)*x y=sin(a/2)*y z=sin(a/2)*z. But when I enter an angle of zero I get a identity quaternion since sin(0)==0, and therefore any data from the axis just disappears. Sooooo how do I properly go from angle-axis to quaternion? Or at least from just a normal vector, since I really don't care about the angle. Or of course any other/better ways to get to an orientation matrix.