I just had a good chuckle when i looked up quaternions and gimbal lock.
While browsing google, I noticed a link to opengl!
Of course they have a solution(mmmhmmm)...so i check it out in the forums!
Turns out, they are having a collision of minds there.
3 guys with 3 certain points of view....hmm who is right?!
None of them are right, and no one could agree on a solution, because they all believe theyre correct.
The reason they couldnt resolve the problem, is because they didnt take into affect how opengl actually rotates an object. They were only considering a camera.
What they dont realize is.....cameras dont gimbal with quaternions, and objects do!
I knows how to fix it....the solution is far more sophisticated than some euler-matrix-quaternion conversion.
It involves multiple view ports, sprites, and only one quaternion calculation.
-Chuckling lightly, Hemlos