anchor.diff:                      [Entity.CubeMap == Assets.Default.SkyBoxMap]
                    Content.staticModelSurface Gen.name
                       [Entity.SurfaceIndex == 0
  -                     Entity.StaticModel <== field --|> fun field world -> snd (Field.getFieldHeightMapAndStaticModel field world)
  +                     Entity.StaticModel <== field --|> fun field world -> fst (Field.getFieldStaticModelAndHeightMap field world)
                        Entity.RenderStyle == Forward 0.0f]
                    Content.staticModelSurface Gen.name
                       [Entity.SurfaceIndex == 1
  -                     Entity.StaticModel <== field --|> fun field world -> snd (Field.getFieldHeightMapAndStaticModel field world)
  +                     Entity.StaticModel <== field --|> fun field world -> fst (Field.getFieldStaticModelAndHeightMap field world)
                        Entity.RenderStyle == Forward -1.0f]]]]
   
       // here we create the scenery in an imperative fashion
  
positive.code: #if DEBUG
          let population = 1
  #else
          let population = 50
  #endif
          let spread = 20.0f
          let offset = v3Dup spread * single population * 0.5f
          let positions = List ()
          for i in 0 .. population do
  
negative.code:         private
              { FieldTileMap : TileMap AssetTag }
  
      let getFieldStaticModelAndHeightMap (field : Field) world =
          let fieldModelAssetTag = asset field.FieldTileMap.PackageName (field.FieldTileMap.AssetName + "Model")
          match CachedDescriptors.TryGetValue fieldModelAssetTag with
          | (false, _) ->
  