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Binding a camera to a sphere - revisited

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I stumbled upon an old post that addresses an issue I have been struggling with.  I am quaternion challenged, so it is difficult to figure out how to incorporate this feature into a third-party quaternion-based camera that I'm using.
The camera appears to perform both quaternion rotations and camera positioning separately.  Using Emergent's pseudocode, I think I have the positioning working correctly, but I won't know for sure until I get the rotations fixed.
The rotation portion uses mouse movement/keyboard input to rotate the camera.  I'm guessing that's were I need to put the vector portions from the article over to this code, but it ain't going well.  I guess it makes sense to commingle mouse movements with object alignment, I just don't know how to do that.  
I can supply additional details, just let me know what they are.  I would really appreciate any assistance anyone can give me.  
Thank you.

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