// TODO: this script should be caching as much data as possible - we can add and remove a single row
 // from the mesh at a time.  We can probably do something with the meshes to make them triangle
 // strips from the get-go, rather than relying on Unity to do it.  One option is to use multiple game objects
 // with this script attached.
 void UpdateTerrainMesh(GridMesh gridMesh)
 {
     // Calculate the number of terrain units the grid has shifted along the x-z plane
     IPoint dp = new IPoint((int)(transform.position.x - oldPosition.x), (int)(transform.position.z - oldPosition.z));
     gridMesh.Shift(dp);
 }