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  • the problem you experience is called Gimbal lock. The linked wikipedia page gives details as how to solve it using quaternions (I suppose that the DX function given in question converts them first to matrices, which voids the property of quaternions). Commented Mar 16, 2013 at 1:52
  • thanks didierc for your comment i have already used these transformations... And as far my understanding goes i think that D3DX ready fuction are just a wrapper for these.. Commented Mar 16, 2013 at 2:17
  • @ribben: What are these "multiplication effects" you're talking about? Commented Mar 16, 2013 at 2:48
  • when i am using matrixes and i perform RotZRotYRotX when i rotate the gyroscope at this order X->Y->Z everything seems fine... but the gyroscope must be able to ratate in any order so i get weird rotations... Commented Mar 16, 2013 at 3:03
  • @ribben: A gyroscope cannot gimbal lock. Nor can it change the order in which the rotations apply. Or if it can, then it's a poorly-coded gyroscope. Does it at least tell you when it changes the order of rotations? Commented Mar 16, 2013 at 4:34