Sorry i havent wrote here in a while..
Ive been bashing my head against the wall trying to obliterate mr. gimbal-lock for good.
I think i found a solution, and i am currently in the process of testing.....
What ive found, is how to rotate the actual vertices of an object, using a shader.
This should eliminate the need to use GLBasic(opengl rotate) x_rotation.
So far i have the roll working...now i need to figgure out how to merge this with the other 2 rotations, pitch and yaw.
This is only one method using a shader...
I also have an idea to completely eliminate angles, and directly translate a quaternion matrix into a shader to rotate all vertices directly in the gpu....its a brainstorm, but it just might work because in the gpu, a vertex is actually readable as a vector.
Since a vertice can be read as a vector, i can try to use the quaternion matrix to multiply with to automatically rotate the vertices of the object.
And thats exciting!
