Stefan,

I initialize my shaders in Window as dies eVolve. But what must I do
differently
than in standard OpenGL? I know you have said my program should work,
but it
does not! WHen the program is run, the shaders ARE compiled correctly. This
is rather disconcerting. In the configuraiton file, I have set one
channel to device 0
and one channel to no specific device. I cannot imaging why my shaders
are not
being executed! I am getting exactly the same behavior at home and from my
office at work.    Gordon

//---------------------
// inside MyChannel

    bool configInit(const uint32_t initID) {
        if( !eq::Channel::configInit( initID )) {
            printf("MyChannel did not inialize properly\n");
            return false;
        }
        if (getWindow()->getName() != "appWindow")  {
            tex_size = 512;
            printf("MyNode::configInit: initID= %d\n", initID);
            init_shaders();
            setupObjects(tex_size);
        }
        return true;
    }  
//------------------------
    void init_shaders()
    {  
        g.gl->setupShaderProgram("passthrough",  &g.p_passthrough,
CG::GL::FRAG_SHADER);
        g.gl->setupShaderProgram("voronoi_gpu",  &g.voronoi_gpu,
CG::GL::BOTH_SHADERS);
    }  
//--------------------------------

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