Cross Eyed alignment on Oculus Rift

Looking at the implementation of IStereoRendering, I see that it is implemented in the Oculus plugin where get to the implementation of CalculateStereoViewOffset. Looking at that method, I’m not sure if it returns values to the camera’s for rendering or if it is used to offset the position and rotation of the projection matrix.
Correct my if I’m wrong, but shouldn’t I be finding a way to set the postion and rotation of the two “cameras” ( if they are even used ) separately before the render the frame? And if so, where would I find the code for it or the virtual function to override to solve this?