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Sphere orientation

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that way of creating a quaternion is probably not very useful unless you are getting the values from some calculation. the easiest is to use:

ofQuaternion(angle, axis);

where axis is an ofVec3f to aplly the angle to. for example to rotate the object 90 degrees in z:

spehere.setOrientation(ofQuaternion(90,ofVec3f(0,0,1));

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