I’m seeing that the ‘alpha’ value for Quat.slerp seems to be interpreted incorrectly.
I’m not doing anything tricky in my Update function:
this.time += dt; var a = (this.time / this.duration); rot.slerp(this.initialRotation,this.finalRotation,a); this.cameraEntity.setRotation(rot);
However, the full rotation is achieved when my alpha input (‘a’) is only at 0.2. I am having to scale my input by 1/5 in order to make it work correctly over the intended duration.
var a = (this.time / this.duration) / 5;