public void PreGenerate()
 {
     lock (meshes)
     {
         for (int i = 0; i < meshes.Length; i++)
         {
             meshes[i].LevelOfDetail = ChunkAttributes.levelsOfDetail[i].LoD;
             meshes[i].meshInfo      = new MeshInfo(MeshGen.vertices(ChunkAttributes.size,
                                                                     noiseMap,
                                                                     meshes[i].LevelOfDetail,
                                                                     Mathf.RoundToInt(ChunkAttributes.scale),
                                                                     ChunkAttributes.animationCurve),
                                                    MeshGen.quadsTriangles(ChunkAttributes.size, meshes[i].LevelOfDetail),
                                                    MeshGen.uvs(ChunkAttributes.size, meshes[i].LevelOfDetail));
         }
     }
 }