   changePrevSV : (animate = true) => @changePrev(constants.VIEW_3D, animate)
 
   updateCameraPrev : ->
-    @camera.position.set(@x, @y, @z)
+    p = @getConvertedPosition()
+    @camera.position.set(@dx + p[0], @dy + p[1], @dz + p[2])
     @camera.left = @l
     @camera.right = @r
     @camera.top = @t

      positionOffset = [[0, 0, -1], [1, 0, 0], [0, 1, 0]]
      upVector       = [[0, -1, 0], [0, -1, 0], [0, 0, -1]]

      to.x = pos[0] + positionOffset[id][0]
      to.y = pos[1] + positionOffset[id][1]
      to.z = pos[2] + positionOffset[id][2]
      to.upX = upVector[id][0]; to.upY = upVector[id][1]; to.upZ = upVector[id][2]
      to.l = -offsetX; to.t = offsetY
      to.r = to.l + width; to.b = to.t - width


      # Calulate the x coordinate so that the vector from the camera to the cube's middle point is
      # perpendicular to the vector going from (0, b[1], 0) to (b[0], 0, 0).
      to = {
        dx: b[1] / diagonal
        dy: b[0] / diagonal
        dz:- 1 / 2
        upX: 0, upY: 0, upZ: -1
        l: -distance - padding
        r: diagonal - distance + padding
        t: diagonal / 2 + padding + yOffset
        b: -diagonal / 2 - padding + yOffset }
    else
      ind = Dimensions.getIndices(id)
      width = Math.max(b[ind[0]], b[ind[1]] * 1.12) * 1.1
