A little help here. I recieve 1 rotation per axis from a hardware gyroscope so 3 rotations for 3 axes (x,y,z) in total. When I use a matrix based rotation I get weird rotations perhaps because of the multiplication order (RotX*RotY*RotZ <> RotY*RotX*RotZ), I have also tried MatrixYawPitchRoll but the same effects appear. Thus I concluded that I should use quaternions but as fas as I can think I must create 3 quaternions, one per rotation, but when I combine them with multiplication I get the same effects as a matrix based rotation... So can someone please tell me how to properly use 3 rotations to create and combine quaternions whithout having the appearance of the previous multiplication effects?
P.S. D3DXQuaternionRotationYawPitchRoll still suffers the same effects as matrix based rotation.