anchor.diff:  
           } else {
   
  -          quaternion.setAxisAngle( axis, angle * ( dynamicDampingFactor - 1.0 ) );
  +          quaternion.setAxisAngle( axis, -angle * ( dynamicDampingFactor - 1.0 ) );
             quaternion.rotate( _rotateStart );
   
           }
  
positive.code: 
          angle *= rotateSpeed;
  
          quaternion.setAxisAngle( axis, -angle );
  
          // TODO Check that vector_math's Quaternion.rotate is equivalent to multiplyVector3
          quaternion.rotate( _eye );
  
negative.code:       object.lookAt( target );
  
        // distanceToSquared
        if ( (lastPosition - object.position).length2 > 0.0 ) {
          //
          dispatchEvent( changeEvent );
  
          lastPosition.setFrom( object.position );
  
        }
  
  