I have a 3D camera with its current rotation stored as a quaternion, and I\'m having trouble rotating it correctly. I want the camera to rotate incrementally around its local ax
Figured out the problem. For a mouse-controled first-person camera like the one I'm going for, I want to rotate around the local x-axis to look up and down, but the global y-axis for looking side to side.
So this is correct for the x-axis:
m_rot = m_rot * q;
But I need to do this for the y-axis:
m_rot = d * m_rot;