I tracked down the problem.  It seems that the original code tried to come up 
with a plane parallel to the cylinder axis oriented towards the eye/pick point. 
 This calculation breaks down when the eye and cylinder axis are close to being 
parallel.  I have fixed the problem and will be submitting a patch within the 
next day.  I am trying to go through the code to do more cleanup as the 
original has a number of code paths that are never reached.

Regards,
Chuck

On Feb 20, 2012, at 4:50 AM, Marius Kintel wrote:

>> On 17 February 2012 17:47, Chuck Seberino <[email protected]> wrote:
>>> 
>>> The behavior I am seeing is that a small change in mouse drag will cause a 
>>> large rotation and in certain cases will also cause a rotation in the 
>>> opposite direction.
> 
> I'm seeing the same thing and it's annoying, but it hasn't yet annoyed me 
> enough to look into that code in detail.
> It would be cool if you post your findings here :)
> 
> Cheers,
> 
> -Marius
> 
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