Okay, I got smarter. ;)

The renderer duly ignores the Horizontal eye mapping settings in Quad
Buffer, Anaglyph, Interlaced modes and only evaluates the parameter in
the HORIZONTAL_SPLIT mode. Likewise it only takes the Vertical eye
mapping setting in VERTICAL_SPLIT mode.

So basically I have to try a negative eye separation distance in the
other modes because I really need these eyes to flip in the other
modes, too.

Christian
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