Original Post
I have two matrices derives from quaternions that are the rotations around the X and Y axis relative to an aribitary point.When I use them by themselves they work fine but when multiplied I get weird results. I've already figured out how to rotate the camera in a first person mode using quaternions but I can't make the model rotate with it. Any help would be appreciated.
forgot to mention this is all done using DirectX 8.1.
I'm sure somebody can toss me a bone....
[edited by - M_R_Ducs on August 6, 2002 2:09:51 PM]