Index: math.h
===================================================================
--- math.h	(revision 800)
+++ math.h	(revision 801)
@@ -171,6 +171,28 @@
 with alpha [0,1] as interpolation point.
 **/
 
+
+void raydium_math_quaternion_multiply(float *q1, float *q2, float *result);
+/**
+Multiply two quaternions and fill the ##result## with the resulting 
+quaternion.
+Quite usefull for making rotations over quaternions.
+Here a list of common quaternions:
+ W X Y Z
+ 1,0,0,0 	 				Identity quaternion, no rotation
+ 0,1,0,0 					180' turn around X axis
+ 0,0,1,0 					180' turn around Y axis
+ 0,0,0,1 					180' turn around Z axis
+ sqrt(0.5),sqrt(0.5),0,0	90' rotation around X axis
+ sqrt(0.5),0,sqrt(0.5),0	90' rotation around Y axis
+ sqrt(0.5),0,0,sqrt(0.5)	90' rotation around Z axis
+ sqrt(0.5),-sqrt(0.5),0,0	-90' rotation around X axis
+ sqrt(0.5),0,-sqrt(0.5),0	-90' rotation around Y axis
+ sqrt(0.5),0,0,-sqrt(0.5)	-90' rotation around Z axis 
+TODO: Those could be added like defines
+**/
+
+
 __rayapi float raydium_math_angle_from_projections(float px, float py);
 /**
 This function will return the real angle (in radians) for a pair of X