Quaternion math for rotation?
问题 I'm drawing a flat disk using gluDisk() in my scene. gluDisk() draws the disk facing the positive Z axis but I want it to be facing some arbitrary normal I have. Clearly I need to use glRotate() to get the disk facing properly but what should be the rotation? I remember this can be calculated using Quaternions but I can't seem to remember the math. 回答1: The solution should be pretty straightforward, and shouldn't require quarternions. The axis of rotation to get from Normal1 to Normal2 must