for(sample=0; sample<totsample; sample++) {
float *zrect= RE_RenderLayerGetPass(rlpp[sample], SCE_PASS_Z) + od;
float *rgbrect = rlpp[sample]->rectf + 4*od;
- float rgb[3];
+ float rgb[3] = {0};
int done= 0;
for(go=R.lights.first; go; go= go->next) {