I say the 'good way' because it's only a modification of the OpenGL render system, nothing else (SceneManager and core classes stay untouched, as opposed to the other implementations I saw on the forum).
To activate Quad Buffer, you need a card that support it of course, and call "Camera::setFocaleLength" and "Camera::setFrustumOffset", the value in frustum offset being the offset for the right camera (computed as this: if my eye separation should be 1.0, then my right eye is at 0.5, and the frustum value should be Ogre::Vector2(-0.5, 0.0) ).
Works on windows only at this time (do not have a valid linux installation with a quadro card at this time), but i'm sure it's about 5 lines of code to activate it under this OS. The stuff that is knowed to make problems with quad buffer obviously make problems with Ogre too (shadow textures and compositors).
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