anchor.diff:          let projectionMatrix = CjClutter.OpenGl.OpenTk.Matrix4dExtensions.ToMatrix4(camera.ComputeProjectionMatrix())
           let cameraMatrix = CjClutter.OpenGl.OpenTk.Matrix4dExtensions.ToMatrix4(camera.ComputeCameraMatrix())
   
  -        let nodeCache = this.nodeCache
           let frustum = CjClutter.OpenGl.Camera.FrustumPlaneExtractor.ExtractRowMajor(lodCamera)
  -        let visibleNodes = findVisibleNodes tree frustum (float this.Width) lodCamera.HorizontalFieldOfView lodCamera.Position 20.0
  -        let (nodesToDraw, nodesToCache) = getNodesToDrawAndCache nodeCache visibleNodes
  -
  -        let takeMax n array =
  -            let elementsToTake = min (Array.length array) n
  -            Array.take elementsToTake array
  -
  -        for n in nodesToCache |> Array.sortBy(fun n -> n.GeometricError) |> Array.rev |> takeMax (cacheSize - nodesInCache) do
  -            nodesInCache <- nodesInCache + 1
  -            nodeCache.beginCache n
  -
  +        
           let blinnMaterial = vm.BlinnMaterial
   
           let staticRenderContext = {
                   ProjectionMatrix = projectionMatrix
                   ViewMatrix = cameraMatrix
               }
  -
  -        let renderJob = {
  -                StaticContext = staticRenderContext
  -                RenderJobs = nodesToDraw |> Array.map (fun n -> nodeCache.get n) |> Array.map (fun m -> makeRenderJob m cameraMatrix) |> Array.toList
  -                Material = Blinn({ Rendering.BlinnMaterial.AmbientColor = blinnMaterial.AmbientColor; DiffuseColor = blinnMaterial.DiffuseColor; SpecularColor = blinnMaterial.SpecularColor})
  -            }
  -
  -        render this.program renderJob
  +//
  +//        let renderJob = {
  +//                StaticContext = staticRenderContext
  +//                RenderJobs = 
  +//                Material = Blinn({ Rendering.BlinnMaterial.AmbientColor = blinnMaterial.AmbientColor; DiffuseColor = blinnMaterial.DiffuseColor; SpecularColor = blinnMaterial.SpecularColor})
  +//            }
  +//
  +//        render this.program renderJob
   
           this.tweakbarContext.Draw()
  -
           this.SwapBuffers();
   
   [<EntryPoint>]
  
positive.code:         match e.Key with
          | Key.N -> synchronizeCameras <- false
          | Key.M -> synchronizeCameras <- true
          | Key.Space -> cacheSize <- cacheSize + 1
          | _ -> ()
          match convertKeyEvent e with
          | Some keys -> 
  
negative.code:         GL.Enable(EnableCap.DepthTest)
          this.VSync <- VSyncMode.On
  
          let version = GL.GetString(StringName.Version)
  
          for i = 1 to 1 do
              BackgroundWorker.startWorkerThread this |> ignore
  