Original Post
ok, this is 1 of 2 things: me being stupid, or me not understanding a concept properly.
NOW...atm I''m getting into dx, and 1 of my classes takes a mesh, and uses various methods to setup a few little aspects for it anyway, I''ve been writing a method to do smooth rotation and I thought, ooooh so quaternions are actually useful? that looks interesting.
so, i coded the straight rotation part using quaternions for rotating and set about working out slerping :S now like I said above, I''m either stupid (going to have a very good look at my code after posting this), or have no clue about how slerping works. I guessed that if I put in the 1st quaternion and the 2nd one and a float <1.0 then it would calculate the rotation to a part, instead, much crazy distortion of image to infinity. i''m using timeGetTime() to get an initial time, then dividing the time at any instant - initial time, by the total time to be taken - initial time, and using that as my step in the slerp func. Then, turn that into a world matrix using the d3dx affine transformation func (including position as the transform part) and setting it as the world matrix b4 rendering the mesh. NOW, WHY THE HELL DOES IT RENDER WRONG??!!?? Is it something really dumb? help?
I''m just scared that I''m missing the idea of the slerp func altogether, and getting it totally wrong, cos the rotation funcs work fine :S
will post code when I copy it off the other computer, now I''m off for a smoke
bleh, get me a hamster :o