I had used a Vector4 to hold the coordinates. It works with a vector3:
dbMakeMatrix4 ( 10 ); // holds view matrix, transforms coords from World Space to View Space
dbMakeMatrix4 ( 11 ); // holds inverse view matrix
dbMakeVector3 ( 12); // position in camera space
dbMakeVector3 ( 13); // holds transformation result
dbViewMatrix4 ( 10 ); //This command will copy the view matrix into the specified matrix.
dbInverseMatrix4 (11,10);
dbSetVector3 (12,CSDistX, CSDistY, CSDistZ);
dbTransformCoordsVector3 (13,12,11);
posX = dbXVector3 ( 13 );
posY = dbYVector3 ( 13 );
posZ = dbZVector3 ( 13 );
Great.
Now I can position an object at a fix position relative to the camera. That took some time...