Okay, this is my first post here. Must say the forum, what i have read and seen so far, is great

Anyways, i have a question about the quaternions and if they clamp, or recalculates, the angle value if it reaches > 180 degrees? I looked at the code but found nothing obvious...
What i am doing is that i have a camera that follows behind a space ship. The ship can move pretty freely around in space. The camera aligns itself with the ships orientation using slerp between the cameras orientation and the ships in order to get a nice delay effect. The cameras orientation lags so to speak. When the spaceship has rotated a full circle the camera jumps or jerks a bit and then all is normal for another full circle and so on.
This led me to believe that the values are clamped and the space ships orientation is clamped before the camera has rotated a full circle and this makes slerp " go the other way".
now, is there something i can make bullet do about it or do i have to work around it in some way?
Thanks in advance
--Anders