Im currently freezing down transformations for maxiumum performance in my ogl application. My toolkit is using Quaternions, how do I affect my vertice points in the triangles? I have solved the translation and scale but I have no idea of how to deal with quaternions?
anyone, please give me a hint, am I completely lost?
What do you mean you have handled translation and scale but not quaternions (rotation)?
Do you have a matrix, or are you transforming verts one at a time in software?
You really need to produce a single matrix that encapsulates all transformations and use the modelview matrix for the transformation. So build a matrix from your quaternion rotation, this page might help: