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 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

