anchor.diff:          match e.Key with
           | Key.N -> synchronizeCameras <- false
           | Key.M -> synchronizeCameras <- true
  +        | Key.Space -> cacheSize <- cacheSize + 1
           | _ -> ()
           match convertKeyEvent e with
           | Some keys -> 
  
positive.code:     let lodCamera = new CjClutter.OpenGl.Camera.LookAtCamera()
      let factory = new CjClutter.OpenGl.TerrainChunkFactory()
      let mutable synchronizeCameras = true
  
      override this.OnLoad(e) =
          this.program <- BlinnShaderProgram BlinnShaderProgram.makeBlinnShaderProgram
  
negative.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 |> Array.take (cacheSize - nodesInCache) do
              nodesInCache <- nodesInCache + 1
              nodeCache.beginCache n
  
          let blinnMaterial = vm.BlinnMaterial
  