Interpolates between two quaternions, using spherical linear interpolation.
D3DXQUATERNION * D3DXQuaternionSlerp( D3DXQUATERNION * pOut, CONST D3DXQUATERNION * pQ1, CONST D3DXQUATERNION * pQ2, FLOAT t );
Pointer to a D3DXQUATERNION structure that is the result of the interpolation.
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXQuaternionSlerp function can be used as a parameter for another function.
Use D3DXQuaternionNormalize for any quaternion input that is not already normalized.
Header: Declared in D3dx9math.h.