Keep the rotation as a proportion of the width
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@ -71,6 +71,8 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
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if (TurntableEnabled)
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{
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var delta = mousePosition - rotationStartPosition;
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// scale it to device units
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delta *= 300 / this.Width;
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var zRotation = Matrix4X4.CreateFromAxisAngle(Vector3.UnitZ.Transform(world.RotationMatrix), delta.X * MathHelper.Tau / 360.0);
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var screenXRotation = Matrix4X4.CreateFromAxisAngle(Vector3.UnitX, -delta.Y * MathHelper.Tau / 360.0);
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activeRotationQuaternion = new Quaternion(zRotation * screenXRotation);
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