float heading = noise->noise(xoff, yoff, zoff) * TWO_PI;
D3DXQUATERNION q;
D3DXQuaternionRotationYawPitchRoll(&q, heading, 0, 0);
For one single standalone field, where the perlin noise only produces a scalar, how do I feed them into a quaternion? I believe in 3D worlds, flow fields have all yaw, pitch and roll components...
Thanks
Jack
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