 
 void vvRayRend::initRandTexture()
 {
+  bool ok;
+
   const float scale = 2.0f;
 
   //srand(time(NULL));


void vvRayRend::updateTransferFunction()
{
  int lutEntries = getLUTSize();
  delete[] _rgbaTF;
  _rgbaTF = new float[4 * lutEntries];

    copyParams.dstArray = d_volumeArrays[f];
    copyParams.extent = volumeSize;
    copyParams.kind = cudaMemcpyHostToDevice;
    vvCuda::checkError(&ok, cudaMemcpy3D(&copyParams),
                       "vvRayRend::initVolumeTexture()");
  }

  if (outOfMemFrame >= 0)
