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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! 

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axis, math, opengl, quaternion, rotation, rotation angle, rotation axis, understand 
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