So Im rotating my geometry with:
vector rot = my_normalized_axis; // this is local axis, not some global like {0, 1, 0}
float angle = this_is_my_angle;
vector piv = my_nice_pivot;
matrix3 rotm = ident();
prerotate(rotm, angle, rot);
vector4 orient = quaternion(rotm);
matrix m = instance(piv, 0, 1, 0, orient, piv);
@P *= m;
And everything is nice and dandy, except that now I want for my vector rot to apply the rotation too. Because now it just stays as it is.
So this sounds easy but