More of the boring stuff. Now the pins can be selected, though there is a small problem, where the operators and the pins intersect the code only returns the operators as hit. I don't see, how the channel materials code could cause that, so it is probably an issue somewhere in the vector graphics implementation. But with that limitation I was still able to implement quite a bit of the code to make it possible to add channels. When I right click a pin a rubber line is created which follows the mouse. What I still have to implement is handling the next click. If it is on a pin of the right type the code will have to create a new channel. And I have to implement some way to cancel the operation. But then I should be able to create new channels and the only thing missing will be deleting channel. With that the editor for the channel materials should be working well enough to continue with actually implementing the material in the raytracer.