const D3DXQUATERNION& q = l_transform->getRotation();
D3DXVECTOR3 axis;
FLOAT angle;
D3DXQuaternionToAxisAngle(&q, &axis, &angle);
Every time this function is called, the angle is positive...
Update:
I am wrong, sorry, I got some problems of the truck always turning right (the cab of the truck)
Thanks
Jack