anchor.diff:      let keyboard = new CjClutter.OpenGl.Input.Keboard.KeyboardInputProcessor()
       let mutable synchronizeCameras = true
       let mutable nodesInCache = 0
  -    let mutable cacheSize = 1
  +    let mutable cacheSize = 10000
  +    let node = new  CjClutter.OpenGl.ChunkedLodTreeFactory.ChunkedLodTreeNode(new CjClutter.OpenGl.EntityComponent.Bounds2D(new Vector2d(-128.0, -128.0 + 100.0), new Vector2d(128.0, 128.0 + 100.0)), null, 0.0)
   
       override this.OnLoad(e) =
           this.program <- BlinnShaderProgram BlinnShaderProgram.makeBlinnShaderProgram
  
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: let drawMesh (m:Rendering.AllocatedMesh) (primitiveType:PrimitiveType) =
      m.bind()
  
      GL.DrawElements(BeginMode.Triangles, m.faces * 3, DrawElementsType.UnsignedInt, 0);
  
  type ShaderProgram =
      | SimpleShaderProgram of SimpleShaderProgram.SimpleProgram
  