}
ClampInPlace( angle.y, -angleMaxMin.y, angleMaxMin.y );
- current = Quaternion( angle.x, Vector3::YAXIS ) *
- Quaternion( angle.y, Vector3::XAXIS ) *
+ current = Quaternion( Radian( angle.x ), Vector3::YAXIS ) *
+ Quaternion( Radian( angle.y ), Vector3::XAXIS ) *
current;
}