- m4x3_identity( player.camera );
- m4x3_rotate_y( player.camera, -player.angles[0] );
- m4x3_rotate_x( player.camera, -player.angles[1] );
+ v4f qyaw, qpitch, qcam;
+ q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -player.angles[0] );
+ q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -player.angles[1] );
+
+ q_mul( qyaw, qpitch, qcam );
+ q_m3x3( qcam, player.camera );
+