 
 void vvRayRend::compositeVolume(int, int)
 {
-  vvDebugMsg::msg(1, "vvRayRend::compositeVolume()");
+  vvDebugMsg::msg(3, "vvRayRend::compositeVolume()");
 
   bool ok;
 


bool vvRayRend::getEarlyRayTermination() const
{
  return _earlyRayTermination;
}
bool vvRayRend::getIllumination() const
{
  return _illumination;
}

bool vvRayRend::getInterpolation() const
{
  return _interpolation;
}

bool vvRayRend::getOpacityCorrection() const
{
  return _opacityCorrection;
}

void* vvRayRend::getDeviceDepth() const
{
  return d_depth;
}

void vvRayRend::setDepthRange(const float min, const float max)
{
  _depthRange[0] = min;
  _depthRange[1] = max;
}

const float* vvRayRend::getDepthRange() const
{
  return _depthRange;
}

void vvRayRend::initRandTexture()
{
  bool ok;

  const float scale = 2.0f;


void vvRayRend::factorViewMatrix()
{
  vvDebugMsg::msg(3, "vvRayRend::factorViewMatrix()");

  vvGLTools::Viewport vp = vvGLTools::getViewport();
  const int w = vvToolshed::getTextureSize(vp[2]);
