if (mSlicers[i]->GetFusion() && mSlicers[i]->GetFusionActor()->GetVisibility()) {
mSlicers[i]->GetFusionActor()->SetOpacity(double(mFusionOpacity)/100);
mSlicers[i]->GetFusionMapper()->SetLookupTable(fusLUT);
if (mSlicers[i]->GetFusion() && mSlicers[i]->GetFusionActor()->GetVisibility()) {
mSlicers[i]->GetFusionActor()->SetOpacity(double(mFusionOpacity)/100);
mSlicers[i]->GetFusionMapper()->SetLookupTable(fusLUT);