Quaternions are good for interpolate rotations between them. so far so good.
If I have a networking game, will it suffice to transfer the rotation as vector3f or should I use a quaternion? To make the game smoother I may have to interpolate between the last sent rotation and the current one.
But can I interpolate rotations between two Quaternions which were created from Yaw/Pitch/Roll?
Quaternion a = Quaternion.FromYawPitchRoll(x1,y1,z1);
Quaternion b = Quaternion.FromYawPitchRoll(x2,y2,z2);
a.Interpolate(b, value); // will this work correctly?