Quote: "but I wont"
THANKS!
Yes, as I said, it took me quite a while to figure it out! I had to go through lots of weird math sites

But I'm glad you got it working for PhysX, too.
I also tried to update my objects using rotation matrices, but couldn't get it to work! I didn't even know that
dbSetObjectWorldMatrix exists, so thanks for that!
The way I use my QuaternionToEuler function is fast enough for me, didn't have issues for now...
But it would be great if you could tell me the results of your comparison!
And yes, you may post this function on the PhysX forum.
I'm glad if people can make good use of it.
Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.