PTB-OpenGL stereo rendering and eye separation problem

Hi all,
I tried to draw a 3D dot cloud using OpenGL asymmetric frustum parallel axis projection. The general principle can be found on this website(Calculating Stereo Pairs). But the problem now is that when I use real eye separation(0.06m), my eyes do not fuse well. When using eye separation = 1/30 * focal length, there is no pressure. I don’t know if there is a problem with the calculation, or there is a problem with the parameters? Part of the code is posted below. Thank you all.

    for view = 0:stereoViews
        % Select 'view' to render (left- or  right-eye):
        Screen('SelectStereoDrawbuffer', win,  view);

        % Manually reenable 3D mode in  preparation of eye draw cycle:
        Screen('BeginOpenGL', win);

        % Set the eye seperation:
        eye = 0.06; % in meter

        % Caculate the frustum shift at the near plane:
        fshift = 0.5 * eye *  depthrangen/(vdist/100);  % vdist is the focal length, 56cm, 0.56m
        right_near = depthrangen *  tand(FOV/2); % depthrangen is the depth of the near plane, 0.4. %FOV is the field of view, 18°
        left_near = -right_near;
        top_near = right_near* aspectr;
        bottom_near = -top_near;

        % Setup frustum projection for this  eyes 'view':
        glMatrixMode(GL.PROJECTION)
        glLoadIdentity;
        eyeside = 1+(-2*view); % 1 for left eye, -1 for right eye
        glFrustum(left_near + eyeside *  fshift, right_near + eyeside * fshift,  bottom_near, top_near, depthrangen,  depthrangefObj);         

        % Setup camera for this eyes 'view':
        glMatrixMode(GL.MODELVIEW);
        glLoadIdentity;
        gluLookAt(0 - eyeside * 0.5 * eye, 0,  0, 0 - eyeside * 0.5 * eye, 0, -1, 0, 1, 0);
        
        % Clear color and depths buffers:
        glClear;
        moglDrawDots3D(win, xyz(:,:,iframe),  10, [], [], 1);
        moglDrawDots3D(win,  xyzObj(:,:,iframe), 10, [], [], 1);

        % Manually disable 3D mode before  calling Screen('Flip')!
        Screen('EndOpenGL', win);
        % Repeat for other eyes view if in stereo presentation mode...
    end