             // "XYZ" in the scaled coordinate system of the current point. The image is rotated with the projection angles.
             Point3D P;
             P.x=(xyzOrigin.x+indX*deltaX.x+indY*deltaY.x+indZ*deltaZ.x);
-            P.y=(xyzOrigin.y+indX*deltaX.y+indY*deltaY.y+indZ*deltaZ.y)-geo.COR/geo.dDetecU;
+            P.y=(xyzOrigin.y+indX*deltaX.y+indY*deltaY.y+indZ*deltaZ.y)-COR/geo.dDetecU;
             P.z=(xyzOrigin.z+indX*deltaX.z+indY*deltaY.z+indZ*deltaZ.z);
             
             // This is the vector defining the line from the source to the Voxel

            sinalpha=sin(geo.alpha);
            cosalpha=cos(geo.alpha);
            
            projSinCosArray2Host[2*j]=sinalpha;  // 2*j because we have 2 float (sin or cos angle) values per projection
            projSinCosArray2Host[2*j+1]=cosalpha;
            
            computeDeltasCube(geo,geo.alpha,currProjNumber,&xyzOrigin,&deltaX,&deltaY,&deltaZ,&source);
            
            offOrig.x=geo.offOrigX[currProjNumber];

        Point3D uv0Offset = projParamsArray2Dev[7*projNumber+5];
        Point3D S = projParamsArray2Dev[7*projNumber+6];
        
        float sinalpha = projSinCosArray2Dev[3*projNumber];     // 2*projNumber because we have 2 float (sin or cos angle) values per projection
        float cosalpha = projSinCosArray2Dev[3*projNumber+1];
        float COR = projSinCosArray2Dev[3*projNumber+2];

        // Geometric trasnformations:
        //Source, scaled XYZ coordinates
        
