public Render2D()
 {
     _settings = new TerranValues();
 }
        // TODO: This isn't correct :( It's not taking _boundsMin into account and it can't cope with negitive values
        Color ScaleTerran(float val, TerranValues vals)
        {
            // float range = _boundsMax - _boundsMin;

            if (val <= _boundsMax * vals.waterLevel)
            {
                return vals.waterColor;
            }
            else if (val <= _boundsMax * vals.beachLevel)
            {
                return vals.beachColor;
            }
            else if (val <= _boundsMax * vals.grassLevel)
            {
                return vals.grassColor;
            }
            else if (val <= _boundsMax * vals.moutainLevel)
            {
                return vals.moutainColor;
            }
            else if (val <= _boundsMax * vals.snowLevel)
            {
                return vals.snowColor;
            }
            else
            {
                return Color.Red;
            }
        }