anchor.diff:          let allocate = allocateGpu elementBuffer elements noiseProgram
   
           this.nodeCache <- makeCache allocate
  +
  +        this.mesh <- allocate node
   
           for i = 1 to 1 do
               BackgroundWorker.startWorkerThread this |> ignore
  
positive.code:             lodCamera.Height <- camera.Height
  
          GL.Clear(ClearBufferMask.ColorBufferBit ||| ClearBufferMask.DepthBufferBit)
          GL.PointSize(20.0f)
  
          let projectionMatrix = CjClutter.OpenGl.OpenTk.Matrix4dExtensions.ToMatrix4(camera.ComputeProjectionMatrix())
          let cameraMatrix = CjClutter.OpenGl.OpenTk.Matrix4dExtensions.ToMatrix4(camera.ComputeCameraMatrix())
  
negative.code:     [<DefaultValue>] val mutable elementBuffer : int
      [<DefaultValue>] val mutable elements : int
      [<DefaultValue>] val mutable nodeCache : LODCache
      [<DefaultValue>] val mutable mesh : AllocatedMesh
      let defaultBlinnMaterial = { 
          AmbientColor = new Vector3(0.1f, 0.1f, 0.1f); 
          DiffuseColor = new Vector3(0.4f, 0.7f, 0.4f); 
  