LWJGL - Problems implementing 'roll' in a 6DOF Camera using quaternions and a translation matrix
问题 I've spent a couple weeks on this issue and can't seem to find a proper solution and need some advice. I'm working on creating a Camera class using LWJGL/Java, and am using Quaternions to handle bearing (yaw), pitch and roll rotations. I'd like this camera to handle all 6 degrees of movement in 3D space, and roll. Bearing, Pitch and Roll are all quaternions. I multiply them into a 'change' quaternion, and create a translation matrix from that. I put that in a float buffer, and multiply the