rem: cerr << m1 << endl;
context: display(void){    Matrix m1, m2, m3;    Quaternion q1;    tball.getRotation().getValue(m3);    q1.setValue(m3);    m1.setRotate(q1);    //    cout << "TBROT" << endl << tball.getRotation() << endl;//    cout << "M3" << endl << m3 << endl;//    cout << "Q1" << endl << q1 << endl;//    cout << "M1" << endl << m1 << endl;//  m1.setRotate( tball.getRotation() );    m2.setTranslate( tball.getPosition() );    //cout << "Pos: " << tball.getPosition() << ", Rot: " << tball.getRotation() << endl;//    cout << tball.getRotation() << endl;    m1.mult( m2 );    cerr << m1 << endl;        if(move_obj == true)    {        scene_trans->getSFMatrix()->setValue( m1 );    }    else    {        cam_trans->getSFMatrix()->setValue( m1 );    }    win->draw( ract );}