void CreateMeshesForSlaves ()
	{
		// AH: Update this function so that it only creates meshes 
		// if this is the correct slave node. Or we are forcing
		// all slave nodes to render.
		_sliceCameraParent.name = "Slice Cameras";
		_sliceCameraParent.transform.parent = gameObject.transform;
		_sliceCameraParent.transform.localPosition = Vector3.zero;
//        Debug.Log("Number of projector meshes = " + _projectorMeshes.Count);
		foreach (ProjectorMesh projectorMesh in _projectorMeshes) {
			ProjectorDescription projector = new ProjectorDescription (projectorMesh, 
                _projectorRenderTextureWidth,
                _projectorRenderTextureHeight,
                warpMeshPrefab,
                this.transform.FindChild ("Cluster Manager"));
			_projectors.Add (projector);
            

			GameObject nodeParent = new GameObject ();
			string stereoTypeString = (projector.stereoType == ProjectorDescription.ProjectorStereoType.Left) ? "Left" : "Right";
			nodeParent.name = "Node:" + projector.nodeNumber + " " + stereoTypeString;
			nodeParent.transform.parent = _sliceCameraParent.transform;
			nodeParent.transform.localPosition = Vector3.zero;

			_sliceCameraDescriptions = projector.CreateSliceCameras (sliceSeams, 
																	nodeParent, 
																	this, 
																	_masterCamera);
																		
			foreach (SliceCameraDescription cameraDescription in _sliceCameraDescriptions) {
				if (ClusterManager.Instance.IsMaster) {
					cameraDescription.CameraObject.SetActive (false);
				}
			}
			UpdateTextures (projector);
			UpdateBlend (projector);
			
			// Create a camera for each slave that views the slave portion.
			projector.CreateDisplayCamera (gameObject, _orthoCameraTemplate);
			if (ClusterManager.Instance.IsMaster) {
				projector.ProjectorObject.SetActive (false);
			}
		}
		_masterCamera.camera.enabled = true;
	}