     //*mem_GPU_global= insert your known number here, in bytes.
 }
 
-#endif+#endif

#else
            float sample=tex3D<float>(tex, u, v ,indAlpha+0.5f);
#endif
            float weigth=0;
            //
            //
            //

            + (realS.y-realvoxel.y)*(realS.y-realvoxel.y)
            + (realS.z-realvoxel.z)*(realS.z-realvoxel.z);
            
            weight=__fdividef(L*L*L,(DSD*lsq));
//             weight=1;
            // Get Value in the computed (U,V) and multiply by the corresponding weight.
            // indAlpha is the ABSOLUTE number of projection in the projection array (NOT the current number of projection set!)
            voxelColumn[colIdx]+=sample* weight;
        }  // END iterating through column of voxels
        
    }  // END iterating through multiple projections
