anchor.diff:          GL.UseProgram p.ProgramId
           p.ProjectionMatrixUniform.set renderJob.StaticContext.ProjectionMatrix
           p.ViewMatrix.set renderJob.StaticContext.ViewMatrix
  -//        for j in renderJob.RenderJobs do
  -//            p.ModelMatrix.set j.IndividualContext.ModelMatrix
  -//            p.NormalMatrix.set j.IndividualContext.NormalMatrix
  -//            drawMesh j.Mesh PrimitiveType.Points
   
   let configureTweakBar c defaultValue =
       let bar = new Bar(c)
  
positive.code:             }
  
          render this.program renderJob
  //        render this.program2 renderJob
  
          this.tweakbarContext.Draw()
  
  
negative.code: open LODCache
  open Terrain
  
  let drawMesh (m:Rendering.AllocatedMesh) (primitiveType:PrimitiveType) =
      m.bind()
      GL.DrawElements(BeginMode.Triangles, m.faces * 3, DrawElementsType.UnsignedInt, 0);
  
  let clamp min max v =
      match v with
  