title: Dividing up 3d angles into equal quantities
body: <p>Say you have a 2d object, you could easily divide this into 15 degree rotations by simply rotating around the centre in 15 degree increments. </p>
  
  <p>If I want to calculate for a 3d object all the angles possible with equal spacing between each one how would I go about doing this.</p>
  
  <p>although doing p*r*y for each would work it'd be fairly arbitrary and have a huge amount of overlap. I'd really like a quaternion solution too. </p>
  
  <p>I'm doing this for a video game project I'm currently working on, essentially an old school flight sim which although 3d in game-play is rendered as 2d sprites. I'm looking for a simple way to render all the possible angles of my aeroplane model procedurally with equally spaced angles including each orthogonal one. </p>