Quaternions require less computation to rotate than matrices and have no real drawbacks. It will make the transformation in your 3D engine even faster. They are a little unintuitive to use API-wise, but that can be fixed with Quaternion to / from Euler methods.
Quaternions require less computation to rotate than matrices and have no real drawbacks. It will make the transformation in your 3D engine even faster. They are a little unintuitive to use API-wise, but that can be fixed with Quaternion to / from Euler methods.
Possible to add texture mapping?