anchor.diff:      let lodCamera = new CjClutter.OpenGl.Camera.LookAtCamera()
       let factory = new CjClutter.OpenGl.TerrainChunkFactory()
       let mutable synchronizeCameras = true
  +    let mutable nodesInCache = 0
  +    let mutable cacheSize = 1
   
       override this.OnLoad(e) =
           this.program <- BlinnShaderProgram BlinnShaderProgram.makeBlinnShaderProgram
  
positive.code:         let visibleNodes = findVisibleNodes tree frustum (float this.Width) lodCamera.HorizontalFieldOfView lodCamera.Position 20.0
          let (nodesToDraw, nodesToCache) = getNodesToDrawAndCache nodeCache visibleNodes
  
          for n in nodesToCache |> Array.sortBy(fun n -> n.GeometricError) |> Array.rev do
              nodeCache.beginCache n
  
          let blinnMaterial = vm.BlinnMaterial
  
negative.code:         match e.Key with
          | Key.N -> synchronizeCameras <- false
          | Key.M -> synchronizeCameras <- true
          | Key.Space -> cacheSize <- cacheSize + 1
          | _ -> ()
          match convertKeyEvent e with
          | Some keys -> 
  