+ // Move the actor to be visible
+ double position[3] = {0, 0, 0};
+ position[orientation] = -1;
+ actor->SetPosition(position);
+
+// switch (orientation) {
+// case 0:
+// actor->SetPosition(-1,0,0);
+// /*
+// // DD(mSlicer->GetRenderer()->GetActiveCamera()->GetPosition()[0]);
+// if (mSlicer->GetRenderer()->GetActiveCamera()->GetPosition()[0] > slice) {
+// actor->SetPosition(1,0,0);
+// } else {
+// actor->SetPosition(-1,0,0);
+// }*/
+// break;
+// case 1:
+// actor->SetPosition(0,-1,0);
+// /*
+// // DD(mSlicer->GetRenderer()->GetActiveCamera()->GetPosition()[1]);
+// if (mSlicer->GetRenderer()->GetActiveCamera()->GetPosition()[1] > slice) {
+// actor->SetPosition(0,1,0);
+// } else {
+// actor->SetPosition(0,-1,0);
+// }
+// */
+// break;
+// case 2:
+// actor->SetPosition(0,0,-1);
+// /*
+// DD(mSlicer->GetRenderer()->GetActiveCamera()->GetPosition()[2]);
+// if (mSlicer->GetRenderer()->GetActiveCamera()->GetPosition()[2] > slice) {
+// DD("1");
+// actor->SetPosition(0,0,1);
+// } else {
+// DD("-1");
+// actor->SetPosition(0,0,-1);
+// }
+// */
+// break;
+// }
+
+ mapper->Update();
+
+
+