void EndSingleMaterial(MySingleMaterialHelper materialHelper)
        {
            //Synchronize to VRage render
            if (materialHelper.IndexCount > 0 && materialHelper.VertexCount > 0)
            {
                //Todo - is it possible without allocations?
                MyVertexFormatVoxelSingleData[] vertices = new MyVertexFormatVoxelSingleData[materialHelper.VertexCount];
                Array.Copy(materialHelper.Vertices, vertices, vertices.Length);
                short[] indices = new short[materialHelper.IndexCount];
                Array.Copy(materialHelper.Indices, indices, indices.Length);

                VRageRender.MyRenderProxy.UpdateRenderVoxelCell(
                    VoxelMap.GetRenderObjectID(ref this.CellCoord),
                    (VRageRender.MyLodTypeEnum)(int) CellHashType,
                    vertices,
                    indices,
                    (int)materialHelper.Material.Index,
                    -1,
                    -1);
            }

            //  Reset helper arrays, so we can start adding triangles to them again
            materialHelper.IndexCount  = 0;
            materialHelper.VertexCount = 0;
            MyVoxelCacheCellRenderHelper.SingleMaterialIndicesLookupCount[(int)materialHelper.Material.Index]++;
        }
        //  Remove cell - after voxels were changed, etc.
        public static void RemoveCell(MyVoxelMap voxelMap, ref Vector3I cellCoord, MyLodTypeEnum cellHashType)
        {
            Int64 key = MySession.Static.VoxelMaps.GetCellHashCode(voxelMap.VoxelMapId, ref cellCoord, cellHashType);

            //  If cell is in cache, we remove it from dictionary and move it to the beginning of priority linked list
            LinkedListNode <MyVoxelCacheCellRender> ret;

            if (m_cellsByCoordinate.TryGetValue(key, out ret) == true)
            {
                m_cellsByCoordinate.Remove(key);

                ret.Value.Reset();

                //  Move it to the beginning of priority linked list
                Debug.Assert(Thread.CurrentThread == MySandboxGame.Static.UpdateThread);
                m_priority.Remove(ret);
                m_priority.AddFirst(ret);

                VRageRender.MyRenderProxy.InvalidateRenderVoxelCell(voxelMap.GetRenderObjectID(ref cellCoord), (VRageRender.MyLodTypeEnum)(int) cellHashType);
            }
        }