void AccuracyRingRenderable::RenderRingEffects(Eegeo::Rendering::GLState &glState) const
            {
                m_colorMaterial.SetState(glState);

                Eegeo::v4 ringCol = m_ringColor;
                Eegeo::v4 innerCol = m_innerColor;

                m_colorMaterial.SetColor(ringCol);
                glState.ColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
                glState.Blend.Enable();

                glState.StencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
                glState.ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
                glState.StencilFunc(GL_EQUAL, StencilOuterLayer, 0xFF);
                glState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                glState.BlendEquation(GL_FUNC_ADD);

                m_quadRenderable.Render(glState);

                glState.Blend.Enable();
                glState.BlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
                glState.BlendEquation(GL_FUNC_ADD);
                glState.StencilFunc(GL_EQUAL, StencilInnerLayer, 0xFF);

                m_colorMaterial.SetColor(innerCol);
                m_quadRenderable.Render(glState);
            }
            void AccuracyRingRenderable::RenderClearStencil(Eegeo::Rendering::GLState& glState) const
            {
                m_colorMaterial.SetState(glState);

                glState.DepthMask(GL_FALSE);
                glState.DepthTest.Enable();
                glState.DepthFunc(GL_ALWAYS);
                glState.ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
                glState.Blend.Disable();
                glState.StencilTest.Enable();
                glState.StencilFunc(GL_ALWAYS, StencilClear, 0xFF);
                glState.StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);

                m_quadRenderable.Render(glState);
            }