 	func evictPrimitive(for regionHash: RegionHash) {
 		for lod in 0 ..< chunkTable.lodCount {
 			let loddedRegionHash = regionHashLodKey(regionHash, atLod: lod)
-			geometryCache.removeValue(forKey: loddedRegionHash)
+			primitiveCache.removeValue(forKey: loddedRegionHash)
 		}
 	}
 	

		
		let streamedLodLevel = wantedLodLevel
		
		for regionId in frameChunkRequests {
			let chunkName = chunkLodName(regionId, atLod: streamedLodLevel)
			let runtimeLodKey = regionHashLodKey(regionId.hashed, atLod: streamedLodLevel)

	var lodCacheMiss: Bool = true
	var frameChunkRequests: [RegionId] = []
	var pendingChunks: Set<ChunkRequest> = []
	var tessellationCache: [Int : GeoTessellation] = [:]
	var primitiveCache: [Int : IndexedRenderPrimitive<Vertex>] = [:]
	var regionIdLookup: [RegionHash : RegionId] = [:]	// To avoid dependency on RuntimeWorld
	var streaming: Bool { get {
		return !pendingChunks.isEmpty
