rem: int   dtime   = ctime / 1000 / 2;
add: int   dtime   = (int)ctime / 1000 / 2;
context: void display(void){    if (animate)    {        // Eventually switch between different hardware modes	float ctime   = glutGet(GLUT_ELAPSED_TIME);	int   dtime   = ctime / 1000 / 2;	newShader = dtime % numShaders;	// Make the volume rotate	int movement = (ctime - lastFrame) * aniSpeed; 	if (movement != 0) lastFrame = ctime;	mgr->mouseButtonPress  (GLUT_LEFT_BUTTON,  0, 0); 	mgr->mouseMove         (movement, 0); 	mgr->mouseButtonRelease(GLUT_LEFT_BUTTON, movement, 0);    }    // Switch shader mode if desired    if (newShader != curShader)    {        DVRShaderPtr shd = DVRShaderPtr::dcast(	  FieldContainerFactory::the()->createFieldContainer(shaderList[newShader]));          	// change to new shader object	beginEditCP(volume, DVRVolume::ShaderFieldMask);            	volume->setShader(shd);	endEditCP(volume, DVRVolume::ShaderFieldMask);    }    mgr->redraw();    // Output active shader mode - field is valid after redraw only    if (newShader != curShader)    {        SLOG << "Active Shader " << newShader << ": "	     << (volume->getShader() != NullFC ?	            volume->getShader()->getTypeName() : "NullFC")	     << std::endl;	curShader = newShader;    }}