D3DXQuaternionSlerp function (D3DX10Math.h)

Note

The D3DX10 utility library is deprecated. We recommend that you use DirectXMath instead.

Interpolates between two quaternions, using spherical linear interpolation.

Syntax

D3DXQUATERNION* D3DXQuaternionSlerp(
  _Inout_       D3DXQUATERNION *pOut,
  _In_    const D3DXQUATERNION *pQ1,
  _In_    const D3DXQUATERNION *pQ2,
  _In_          FLOAT          t
);

Parameters

pOut [in, out]

Type: D3DXQUATERNION*

Pointer to the D3DXQUATERNION that is the result of the operation.

pQ1 [in]

Type: const D3DXQUATERNION*

Pointer to a source D3DXQUATERNION structure.

pQ2 [in]

Type: const D3DXQUATERNION*

Pointer to a source D3DXQUATERNION structure.

t [in]

Type: FLOAT

Parameter that indicates how far to interpolate between the quaternions.

Return value

Type: D3DXQUATERNION*

Pointer to a D3DXQUATERNION structure that is the result of the interpolation.

Remarks

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.

Requirements

Requirement Value
Header
D3DX10Math.h
Library
D3DX10.lib

See also

Math Functions