lilive, you are so right. Your logic is much cleaner. I was basing it off of my existing arithmetic based on total cameras, it's an easy fix in the scale var to make it a float 1/numCameras. That allows me to keep the cam.getPixelsRef().getColor(x/scale,y/scale);
Changed scale to 0.5, works like a charm, handles the cam placement based on cam.draw(cam.width*scale, 0, cam.width*scale, cam.height*scale);
just had to change a few things to *scale instead of /scale...works great.
Thanks for everything.