void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
{
	m_curreye = eye;
	switch (m_stereomode)
	{
		case RAS_STEREO_QUADBUFFERED:
			glDrawBuffer(m_curreye == RAS_STEREO_LEFTEYE ? GL_BACK_LEFT : GL_BACK_RIGHT);
			break;
		case RAS_STEREO_ANAGLYPH:
			if (m_curreye == RAS_STEREO_LEFTEYE) {
				glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
			}
			else {
				//glAccum(GL_LOAD, 1.0f);
				glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
				ClearDepthBuffer();
			}
			break;
		case RAS_STEREO_VINTERLACE:
		{
			// OpenGL stippling is deprecated, it is no longer possible to affect all shaders
			// this way, offscreen rendering and then compositing may be the better solution
			glEnable(GL_POLYGON_STIPPLE);
			glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask));
			if (m_curreye == RAS_STEREO_RIGHTEYE)
				ClearDepthBuffer();
			break;
		}
		case RAS_STEREO_INTERLACED:
		{
			glEnable(GL_POLYGON_STIPPLE);
			glPolygonStipple((const GLubyte*) &hinterlace_mask[m_curreye == RAS_STEREO_LEFTEYE?0:1]);
			if (m_curreye == RAS_STEREO_RIGHTEYE)
				ClearDepthBuffer();
			break;
		}
		default:
			break;
	}
}
void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
{
	m_curreye = eye;
	switch (m_stereomode)
	{
		case RAS_STEREO_QUADBUFFERED:
			glDrawBuffer(m_curreye == RAS_STEREO_LEFTEYE ? GL_BACK_LEFT : GL_BACK_RIGHT);
			break;
		case RAS_STEREO_ANAGLYPH:
			if (m_curreye == RAS_STEREO_LEFTEYE) {
				glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
			}
			else {
				//glAccum(GL_LOAD, 1.0);
				glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
				ClearDepthBuffer();
			}
			break;
		case RAS_STEREO_VINTERLACE:
		{
			glEnable(GL_POLYGON_STIPPLE);
			glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask));
			if (m_curreye == RAS_STEREO_RIGHTEYE)
				ClearDepthBuffer();
			break;
		}
		case RAS_STEREO_INTERLACED:
		{
			glEnable(GL_POLYGON_STIPPLE);
			glPolygonStipple((const GLubyte*) &hinterlace_mask[m_curreye == RAS_STEREO_LEFTEYE?0:1]);
			if (m_curreye == RAS_STEREO_RIGHTEYE)
				ClearDepthBuffer();
			break;
		}
		default:
			break;
	}
}