While I broke the non-stereo camera frame in rBf1fef41863b I came to realize after further tests that the stereo camera frame was NEVER correct. It is now, regardless of the camera shift, the camera pivot, if you are looking through the left, right or stereo eyes. In the end all that was missing was to multiply the shift we needed to offset the frame, by the frame width. I also took the opportunity to perform some cleanup/refactor regarding names. It was too confusing even for me. Note: Non-uniformally scaled cameras still draw slightly wrong.