My Math Forum I want to understand the math behind OpenGL quaternion, rotation axis and rotation an

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 February 8th, 2017, 06:01 PM #1 Newbie   Joined: Feb 2017 From: Sweden Posts: 1 Thanks: 0 I want to understand the math behind OpenGL quaternion, rotation axis and rotation an Hi! I want to understand the math behind OpenGL quaternion, rotation axis and rotation angle. This is ALOT of functions in programs that does this for you without understanding exactly the math. And thats no fun! So to my example problem: Vector Apoint - x1=109973,18 y1=1156562 z1=50,449 Bpoint - x2=109924,1 y2=1156621,9 z2=48,569 V= 49,082 −59,955 1,88 Magnitude vector V ||V||= 77,505994 Normalized vector V U= 0,6332671 −0,773553 0,0242562 How do i Calculate the rotation angle and rotation axle between this two points. And then use it to calculate the Quanternion? Thanks again for your wonderful brain!
 February 8th, 2017, 09:16 PM #2 Senior Member     Joined: Sep 2015 From: USA Posts: 1,930 Thanks: 998

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