anchor.diff:      let factory = new CjClutter.OpenGl.TerrainChunkFactory()
       let mutable synchronizeCameras = true
       let mutable nodesInCache = 0
  -    let mutable cacheSize = 1
  +    let mutable cacheSize = 10000000
   
       override this.OnLoad(e) =
           this.program <- BlinnShaderProgram BlinnShaderProgram.makeBlinnShaderProgram
  
positive.code:         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.Triangles
      | BlinnShaderProgram p ->
          GL.UseProgram p.ProgramId
          p.ProjectionMatrixUniform.set renderJob.StaticContext.ProjectionMatrix
  
negative.code:         GL.UseProgram p.ProgramId
          p.ProjectionMatrixUniform.set renderJob.StaticContext.ProjectionMatrix
          p.ViewMatrix.set renderJob.StaticContext.ViewMatrix
  
  let configureTweakBar c defaultValue =
      let bar = new Bar(c)
  