Let's say you have a 3x3 matrix that stores an object's current rotation. As we know, by multiplying it with a new 3x3 rotation matrix, we will get a brand new rotation matrix.
newMat3x3 = Mat3x3A * Mat3x3B.
Now, I have came across an issue where I see Mat3x3 rotation matrix being multiplied together to form the spinning cube, shown above. But the device that I'm using has limited memory, prompting me to figure out (and struggling along the way) to find an alternative to multiplying rotation matrices using quaternions (since it saves memory). In other words, I would like to replace rotation matrices with quaternions, but I don't know what is the quaternion equivalent to 2 rotation matrices multiplied together.
What is the quaternion equivalent to Mat3x3 * Mat3x3, or rotation matrix multiplications?
PS: I mashed 2 copies of the same cube together, so it is directly overlapping each other. One of the cubes is not spinning, because that cube is used for implementing the quaternion alternative method, but the method is not complete, so the orientation is set to its quaternion identity. So, no, it's not a graphical glitch, but an intentional test.