I’m up to Chapter 7 of Modern 3D Graphics Programming but I’ve gotten slightly confused. It mentions using spherical coordinates for rotations around a vector, however I’ve heard that quaternions are preferred. What’s the difference between the two and when is one used over the other?
Edit: Ahh I just browsed through the next chapter and I see that it has a whole topic devoted to quaternions. I might as well just keep this question here though; the maths is quite confusing and multiple explanations will probably help me understand.