anchor.diff:          GL.Enable(EnableCap.DepthTest)
           this.VSync <- VSyncMode.On
   
  -        let (elementBuffer, elements) = allocateElementBuffer
  -        this.elementBuffer <- elementBuffer
  -        this.elements <- elements
  -
           let version = GL.GetString(StringName.Version)
  -        let noiseProgram = NoiseShaderProgram.makeNoiseShader
  -
  -        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:         match e.Key with
          | Key.N -> synchronizeCameras <- false
          | Key.M -> synchronizeCameras <- true
          | Key.Space -> cacheSize <- cacheSize + 1
          | _ -> ()
          match convertKeyEvent e with
          | Some keys -> 
  
negative.code: 
  let drawMesh (m:Rendering.AllocatedMesh) (primitiveType:PrimitiveType) =
      m.bind()
      GL.DrawElements(BeginMode.Triangles, m.faces * 3, DrawElementsType.UnsignedInt, 0);
  
  type ShaderProgram =
  