- _absolute_view_pos = position + ec2body.backTransform(_offset_m);
- mViewOrientation = ec2body*viewOffsetOr;
+
+ // The cartesian position of the basic view coordinate
+ SGVec3d position = SGVec3d::fromGeod(_position);
+
+ // This is rotates the x-forward, y-right, z-down coordinate system the where
+ // simulation runs into the OpenGL camera system with x-right, y-up, z-back.
+ SGQuatd q(-0.5, -0.5, 0.5, 0.5);
+
+ _absolute_view_pos = position + (ec2body*q).backTransform(_offset_m);
+ mViewOrientation = ec2body*mViewOffsetOr*q;