Returns a quaternion in barycentric coordinates.
D3DXQUATERNION * D3DXQuaternionBaryCentric( D3DXQUATERNION * pOut, CONST D3DXQUATERNION * pQ1, CONST D3DXQUATERNION * pQ2, CONST D3DXQUATERNION * pQ3, FLOAT f, FLOAT g );
Pointer to a D3DXQUATERNION structure in Barycentric coordinates.
To compute the barycentric coordinates, the D3DXQuaternionBaryCentric function implements the following series of spherical linear interpolation operations:
Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g))
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXQuaternionBaryCentric function can be used as a parameter for another function.
Use D3DXQuaternionNormalize for any quaternion input that is not already normalized.
Barycentric coordinates define a point inside a triangle in terms of the triangle's vertices. For a more in-depth description of barycentric coordinates, see Mathworld's Barycentric Coordinates Description.
Header: Declared in D3dx9math.h.