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Flow fields all having yaw, pitch and roll components?

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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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