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scott wrote:
>> Both of these seem to work but I can't find how to flip a quaternion.
>
> A rotation quaternion is defined as (w,x,y,z) where xyz is the axis to
> rotate around and w is related to the rotation angle. Would simply
> swapping the y and z elements around do what you want?
>
>
Now I've resorted to leaving the coordinates the same and just flipping
the camera around instead,
and I've got everything working like that, but now I'm having problems
flipping a matrix.
So for now I'm just going to leave it like it is and maybe come back to
that later.
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