Added Off-Axis Math, fixed interocular_distance Matrix translation.
Properly applied Transformation Matrix.
Added Rotation to Transformation Matrix for Toe-In.
Proper Matrix Initialization
Merge pull request #68 from Eibriel/View3D

multiview: Matrix Transformations for View3D, Off-Axis, Parallel, Toe-In

It's transforming the viewport only, but it should also be used for the renderer.
Also note that parallel displays as off-axis in viewport but it should render as parallel