Original Post
Hi guys, I'm using quaternions for rotation; do I have to normalize after each rotation ? Like this: void Rotate() { RotateXAxis(D3DXQUATERNION* pOrientation,float fAngle); // normalize here ? RotateYAxis(D3DXQUATERNION* pOrientation,float fAngle); // normalize here ? } or maybe like this: void Rotate() { RotateXAxis(D3DXQUATERNION* pOrientation,float fAngle); RotateYAxis(D3DXQUATERNION* pOrientation,float fAngle); // normalize at end ? } I tested it and even tried no normalization and didn't notice a difference. Thanks.