Let’s say I have an orientation Quaternion and a positon Vector, that presents the real camera position in the world.
How do I apply these things correctly to the glMatrix before drawing the scene?

So that it moves real inverse. Like I would sit in that camera and fly around. And the thing is I don’t want a fixed world coordinate, which I transform and move with the quaternion, I just want real camera position and orientation, just in the scene drawing it should get inverted to make the right thing for moving the world.

I tryed all different things without success.

I have maths for inverting a quaternion and for transforming vectors with quaternions, multibly quats, etc.

and a QuaternionToMatrix function, that should do the rest.

But how to do things before drawing the scene?
How can I apply this?

the above seems correct to me. But what about the translation? Thanks for help! I would be really glad, I am searching around since weeks already, tried 100 different combinations and so on. All without success!
Hope you can help!

// // Get the frame and invert it (because, in reality, the camera remains
// // at the origin and the world is transformed), transpose for OpenGL and
// // multiply.
//
// Matrix44d r = m_Frame.GetTransformation();
//
// r.Invert();
// r.Transpose(); // Reorder elements for OpenGL
// glMultMatrixd( &r.m_M[0][0] );
//
// Yuck this is slow…try a faster way

// Rotate and translate
//
// Note the transformation is inverted (because, in reality, the camera
// remains at the origin and world space is transformed), also the order
// of rotation and translation is reversed.

// Get the rotation and invert it, transpose for OpenGL and
// multiply.
//
// Note: the invert and transpose cancel so neither are needed

Matrix44d const r = m_Frame.GetRotation().GetRotationMatrix44d();
glMultMatrixd( &r.m_M[0][0] );

Hmm… could you explain what are doing? Especially where to get the the vector for the glTransformation from?

I always get wrong results.

It would be nice to explain it in pseudo code. (it is important that the camera works right for me, because I need sorta source compatibility for for Quesa based Rb projects)

The culprit may very well be the inverted quaternion. AFAIK there should be two types of quaternion inversion, one for addition, one for multiplication. I don’t know whether either one is correct, maybe you should just build your rotation quaternion with the inverted angles, then do a straight Matrix_thingy=quaternion_thingy; //conversion
glLoadMatrix(Matrix_thingy);