public IEnumerable GenerateStep() { renderer.ClearChunks(); int x = 0; // for (int x = -chunkLoadSize; x <= chunkLoadSize; x++) for (int z = -chunkLoadSize; z <= chunkLoadSize; z++) { Vector3 pos = chunkPosition + new Vector3(x, 0, z); BindBuffers(pos, terrainChunkSize + 1); GenerateTerrain(pos, terrainChunkSize + 1); yield return(null); } }