(05-27-2014 05:55 AM)Esenthel Wrote: Maybe the camera matrix vectors aren't normalized?
I'm not any good with quaternions either, that's why I try to avoid them when possible.
I do believe this could be the case- I tried multiplying like I would a regular vector at first. Poor coder's special effects or special coder's poor effects - you decide.
I'm working on a library that adds a bunch of camera functionality - smoothing, pathing, etc. and I found the quats play a lot nicer with the rotations, even though it looks to be a lot more computations than Euler angles. Where the camera is involved, even the smallest of hiccups, hangups, jumps, frame drops, etc are very noticeable.