     EAVL_FUNCTOR tuple<float,float,float> operator()(tuple<int,int,float,float,float,float,float,float,float,float,float,float,float,float,float,float > input)
     {
         //return tuple<float,float,float>(1,0,0);
-        int hitIdx=get<0>(input);
-        int hit=get<1>(input);
+        int hitIdx = get<0>(input);
+        int hit = get<1>(input);
         float specConst;
 
 
-        if(hitIdx==-1 ) return tuple<float,float,float>(bgColor.x, bgColor.y,bgColor.z);// primary ray never hit anything.
+        if(hitIdx == -1 ) return tuple<float,float,float>(bgColor.x, bgColor.y,bgColor.z);// primary ray never hit anything.
         //return tuple<float,float,float>(0,0,1);
-        int primitiveType=get<15>(input);
+        int primitiveType = get<15>(input);
         
 
         eavlVector3 normal(get<8>(input), get<9>(input), get<10>(input));

        eavlVector3 rayOrigin(get<11>(input),get<12>(input),get<13>(input));
        eavlVector3 abg(get<5>(input),get<6>(input),1.f); //alpha beta gamma
        //return tuple<float,float,float>(1,0,0);
        abg.z=abg.z-abg.x-abg.y; // get gamma
        eavlVector3 lightDir    = light-rayInt;
        eavlVector3 viewDir     = eye-rayOrigin;
        float dist = sqrt( lightDir.x*lightDir.x+lightDir.y*lightDir.y+lightDir.z*lightDir.z ); 


void eavlRayTracerMutator::setColorMap3f(float* cmap,int size)
{
    cout<<"Setting ColorMap of Size "<<size<<endl;
    colorMapSize=size;
    if(cmap_array!=NULL)
    {
