////////////////////////////////////////////////////////////////////
        /// <summary>
        /// Yet another recursive function. This function takes the position of the camera, and statuses all the children nodes of the 
        /// specified quadnode based on their distance. It then recurses down the tree, statusing as it goes.
        /// In essence, this function is what applies our LOD
        /// 
        /// Addition: I've integrated the frustrum checks into this algorithm, to improve performance.
        /// </summary>
        /// <param name="qNode">The root node.</param>
        /// <param name="cameraPoint">The camera's position</param>
        /// <param name="LODLevel">The LOD Distance to apply. 3.5 is the recommended minimum, because of stitching issues. Less than 2 may cause an unhandled exception.</param>
        private void RecursiveChildStatus(QuadNode qNode, Vector3 cameraPoint, float LODLevel, BoundingFrustum CameraFrustrum)
        {
            //Determine the squared distance of the camera from the specified node, taking into account the size of the node and the scale of 
            //the terrain.
            //This value doesn't undergo a Sqrt to save processing power: instead, the opposite side is sqared
            qNode.distanceFromCamera = (float)(Math.Pow(Math.Abs(cameraPoint.X - ((qNode.XPosition + (qNode.NodeScale / 2)) * Scale)), 2) + Math.Pow(Math.Abs(cameraPoint.Y - ((0 + (qNode.NodeScale / 2)) * Scale)), 2) * LODHeightImpact + Math.Pow(Math.Abs(cameraPoint.Z - ((qNode.YPosition + (qNode.NodeScale / 2)) * Scale)), 2));

            /////////////////////////////////////////////////
            //Staus this node as 1...
            qNode.status = 1;
            //...then, if node depth is not too deep...
            if (qNode.NodeDepth < maxNodeDepth)
            {
                float leftUpLOD = qNode.leftUpNode.NodeScale * Scale * LODLevel;
                float leftDownLOD = qNode.leftDownNode.NodeScale * Scale * LODLevel;
                float rightUpLOD = qNode.rightUpNode.NodeScale * Scale * LODLevel;
                float rightDownLOD = qNode.rightDownNode.NodeScale * Scale * LODLevel;

                leftUpLOD *= leftUpLOD;
                leftDownLOD *= leftDownLOD;
                rightUpLOD *= rightUpLOD;
                rightDownLOD *= rightDownLOD;

                //...determine whether or not to recurse onto the nodes children.
                if (qNode.distanceFromCamera < leftUpLOD)
                {
                    if (CameraFrustrum.Intersects(qNode.leftUpNode.boundBox))
                    {
                        qNode.status = 2;
                        RecursiveChildStatus(qNode.leftUpNode, cameraPoint, LODLevel, CameraFrustrum);
                    }
                    else
                    {
                        qNode.leftUpNode.inView = false;
                        qNode.status = 2;
                    }
                }
                if (qNode.distanceFromCamera < leftDownLOD)
                {
                    if (CameraFrustrum.Intersects(qNode.leftDownNode.boundBox))
                    {
                        qNode.status = 2;
                        RecursiveChildStatus(qNode.leftDownNode, cameraPoint, LODLevel, CameraFrustrum);
                    }
                    else
                    {
                        qNode.leftDownNode.inView = false;
                        qNode.status = 2;
                    }
                }
                if (qNode.distanceFromCamera < rightUpLOD)
                {
                    if (CameraFrustrum.Intersects(qNode.rightUpNode.boundBox))
                    {
                        qNode.status = 2;
                        RecursiveChildStatus(qNode.rightUpNode, cameraPoint, LODLevel, CameraFrustrum);
                    }
                    else
                    {
                        qNode.rightUpNode.inView = false;
                        qNode.status = 2;
                    }
                }
                if (qNode.distanceFromCamera < rightDownLOD)
                {
                    if (CameraFrustrum.Intersects(qNode.rightDownNode.boundBox))
                    {
                        qNode.status = 2;
                        RecursiveChildStatus(qNode.rightDownNode, cameraPoint, LODLevel, CameraFrustrum);
                    }
                    else
                    {
                        qNode.rightDownNode.inView = false;
                        qNode.status = 2;
                    }
                }
            }
        }
 /// <summary>
 /// This recursive function takes a point and sinks into the quadtree until it finds the active 
 /// Quadnode which currently covers that point.
 /// </summary>
 private QuadNode GetQuadNodeFromPoint(float xPos, float yPos, QuadNode rootNode)
 {
     if (rootNode.status != 1 && rootNode.NodeDepth < this.maxNodeDepth)
     {
         if (xPos < rootNode.XPosition * this.Scale + rootNode.NodeScale * this.Scale / 2)
         {
             if (yPos < rootNode.YPosition * this.Scale + rootNode.NodeScale * this.Scale / 2)
             {
                 return GetQuadNodeFromPoint(xPos, yPos, rootNode.leftUpNode);
             }
             else
             {
                 return GetQuadNodeFromPoint(xPos, yPos, rootNode.rightUpNode);
             }
         }
         else
         {
             if (yPos < rootNode.YPosition * this.Scale + rootNode.NodeScale * this.Scale / 2)
             {
                 return GetQuadNodeFromPoint(xPos, yPos, rootNode.leftDownNode);
             }
             else
             {
                 return GetQuadNodeFromPoint(xPos, yPos, rootNode.rightDownNode);
             }
         }
     }
     else
     {
         return rootNode;
     }
 }
        //////////////////////////////////////////////////
        /// <summary>
        /// Another recursive Function, this was previously used to set the status of a node and then recurse up the tree, setting 
        /// the status of all it's parent nodes. 
        /// 
        /// Now depricated, because this is clearly a retarded way to do things (the whole point of a quad tree in to recurse *down*, this 
        /// function is kept because it may contain useful code I can draw on later.
        /// </summary>
        /// <param name="qNode">A leaf node</param>
        private void RecursiveParentStatus(QuadNode qNode)
        {
            if (qNode.NodeDepth > 0)
            {
                short tempStatus1 = qNode.parent.leftUpNode.status;
                short tempStatus2 = qNode.parent.leftDownNode.status;
                short tempStatus3 = qNode.parent.rightUpNode.status;
                short tempStatus4 = qNode.parent.rightDownNode.status;


                qNode.parent.status = 0;
                if (qNode.status == 1)
                {
                    if (qNode.leftUpNode == null)
                    {
                        qNode.parent.leftUpNode.status = 1;
                        qNode.parent.rightUpNode.status = 1;
                        qNode.parent.leftDownNode.status = 1;
                        qNode.parent.rightDownNode.status = 1;
                        qNode.parent.status = 2;
                    }
                    else
                    {
#if WINDOWS
                        System.Diagnostics.Debug.Fail("debug problem1");
#else
                        throw new Exception("debug problem1");
#endif
                    }
                }
                else
                {
                    if (qNode.status == 2)
                    {
                        if (qNode.parent.leftUpNode.status == 0)
                        {
                            qNode.parent.leftUpNode.status = 1;
                        }
                        if (qNode.parent.leftDownNode.status == 0)
                        {
                            qNode.parent.leftDownNode.status = 1;
                        }
                        if (qNode.parent.rightUpNode.status == 0)
                        {
                            qNode.parent.rightUpNode.status = 1;
                        }
                        if (qNode.parent.rightDownNode.status == 0)
                        {
                            qNode.parent.rightDownNode.status = 1;
                        }
                        qNode.parent.status = 2;
                    }
                    else
                    {
#if WINDOWS
                        System.Diagnostics.Debug.Fail("debug problem2");
#else
                        throw new Exception("debug problem2");
#endif
                    }
                }


                RecursiveParentStatus(qNode.parent);
            }
        }
        //////////////////////////////////////////////
        /// <summary>
        /// This function creates a quad nodes four component children. These child nodes then have this function applied to them. 
        /// This results in a recursion down the quad tree, creating nodes until maxNodeDepth is reached.
        /// </summary>
        /// <param name="rootNode">The node to start the recursion at.</param>
        private void RecursiveCreateQuad(QuadNode rootNode)
        {
            //NOW WITH ANNOYING FRUSTRUMS!
            //^Now that I've got them working, they're not annoying anymore. But they're still frustrums ^-^
            //Generate LeftUp child Node, set it's parent, and add it to the Quadnode list.
            rootNode.leftUpNode = new QuadNode(HeightMap, normStore, SquareSize, VBsize, Scale, rootNode.NodeDepth + 1, rootNode.XPosition, rootNode.YPosition, rootNode, allVertices);
            rootNode.leftUpNode.parent = rootNode;
            allQuadNodes.Add(rootNode.leftUpNode);

            //Generate leftDown child Node, set it's parent, and add it to the Quadnode list.
            rootNode.leftDownNode = new QuadNode(HeightMap, normStore, SquareSize, VBsize, Scale, rootNode.NodeDepth + 1, rootNode.XPosition + rootNode.NodeScale / 2, rootNode.YPosition, rootNode, allVertices);
            rootNode.leftDownNode.parent = rootNode;
            allQuadNodes.Add(rootNode.leftDownNode);

            //Generate rightUp child Node, set it's parent, and add it to the Quadnode list.
            rootNode.rightUpNode = new QuadNode(HeightMap, normStore, SquareSize, VBsize, Scale, rootNode.NodeDepth + 1, rootNode.XPosition, rootNode.YPosition + rootNode.NodeScale / 2, rootNode, allVertices);
            rootNode.rightUpNode.parent = rootNode;
            allQuadNodes.Add(rootNode.rightUpNode);

            //Generate rightDown child Node, set it's parent, and add it to the Quadnode list.
            rootNode.rightDownNode = new QuadNode(HeightMap, normStore, SquareSize, VBsize, Scale, rootNode.NodeDepth + 1, rootNode.XPosition + rootNode.NodeScale / 2, rootNode.YPosition + rootNode.NodeScale / 2, rootNode, allVertices);
            rootNode.rightDownNode.parent = rootNode;
            allQuadNodes.Add(rootNode.rightDownNode);


            //Check that this isn't as deep as the recursion is allowed to go...
            if (rootNode.NodeDepth < maxNodeDepth - 1)
            {
                //And recurse on all 4 nodes.
                RecursiveCreateQuad(rootNode.leftUpNode);
                RecursiveCreateQuad(rootNode.leftDownNode);
                RecursiveCreateQuad(rootNode.rightUpNode);
                RecursiveCreateQuad(rootNode.rightDownNode);
            }
        }
        //heightMap must be 2^n+1, squareSize must be 2^n+1, both are constants of the Quadtree.
        //nodedepth will not go below a level that will make square size impossible given the height field.
        /// <summary>
        /// This constructs a single complete quadNode in the Quadtree.
        /// </summary>
        /// <param name="heightMap">This should be a reference to the Terrains heightmap. Inherited from Quadterrain.</param>
        /// <param name="squareSize">This is the number of vertices along the edge of the quadnode. Inherited from Quadterrain.</param>
        /// <param name="VertBuffSize">This is the number of vertices along the edge of a Vertex buffer. Inherited from Quadterrain.</param>
        /// <param name="terrainScale">The scale of the terrain. Inherited from Quadterrain.</param>
        /// <param name="nodeDepth">The depth of this individual node. Vitally important for generating many properties of the node.</param>
        /// <param name="xPosition">The X origin of the node on the heightmap.</param>
        /// <param name="yPosition">The Y origin of the node on the heightmap.</param>
        /// <param name="parentFullQuad">The parent node of this node in the Tree.</param>
        /// <param name="Identifier">An ID number. I can't actually remember what I used it for... :?</param>
        /// <param name="Vertices">This should be a reference to the Vertex Buffers. Inherited from Quadterrain.</param>
        public QuadNode(Texture2D heightMap, Vector3[,] normStore, int squareSize, int VertBuffSize, float terrainScale, int nodeDepth, int xPosition, int yPosition, QuadNode parentFullQuad, VertexPosition[][] Vertices)
        {

            stitchedSides = 0;

            //Initialise x and y position variables.
            XPosition = xPosition;
            YPosition = yPosition;
            //Initialise parent variable
            parent = parentFullQuad;
            //Initialise status
            status = 0;

            //Get number of Vertex Buffers
            int numberOfVBs = (int)Math.Pow((heightMap.Height - 1) / (VertBuffSize - 1), 2);
            int sqrtNumberOfVBs = (int)Math.Sqrt(numberOfVBs);

            /////////////////////////////////////////////////////
            // For:
            // SquareSize = 5
            // Height = 257
            // NodeDepth,   NodeLevel,  NodeScale,  stepSize
            // 0,           1,          257,        64
            // 1,           2,          129,        32
            // 2,           4,          65,         16
            // 3,           8,          33,         8
            // 4,           16,         19,         4
            // 5,           32,         9,          2
            // 6,           64,         5,          1
            ////////////////////////////////////////////////////

            int stitching = 0;


            NodeLevel = (int)Math.Pow(2, (nodeDepth));
            NodeScale = ((heightMap.Height - 1) / NodeLevel) + 1;
            stepSize = (NodeScale - 1) / (squareSize - 1);


            indices = new int[9][];


            ////////////////////////////////////////////////////
            //Gather the vertex buffer of this node
            VBuffer = (int)(Math.Floor(((float)(xPosition + 1) / heightMap.Width) * sqrtNumberOfVBs) + (Math.Floor(((float)(yPosition + 1) / heightMap.Height) * sqrtNumberOfVBs) * sqrtNumberOfVBs)) + 1;
            int VBufferRootScale = 1;

            //Set this nodes buffer to the root buffer if the Node is too big
            if (NodeScale > VertBuffSize)
            {
                VBuffer = 0;
                VBufferRootScale = (heightMap.Width - 1) / (VertBuffSize - 1); // ~~ HeightMapWidth/VBufferSize ~~
                VBXOffset = 0;
                VBYOffset = 0;
            }
            else
            {
                VBXOffset = ((VBuffer - 1) % (int)sqrtNumberOfVBs) * (VertBuffSize - 1);
                VBYOffset = ((VBuffer - 1) / (int)sqrtNumberOfVBs) * (VertBuffSize - 1);
            }

            //Initialised Bounding Box variables
            float minHeight = 10000;
            float maxHeight = 0;


            //indices[0] = none

            //indices[1] = LEFT
            //indices[2] = TOP
            //indices[3] = RIGHT
            //indices[4] = DOWN

            //indices[5] = LEFT-TOP
            //indices[6] = TOP-RIGHT
            //indices[7] = RIGHT-DOWN
            //indices[8] = DOWN-LEFT

            //Generate Index array for this node.
            for (stitching = 0; stitching < 9; stitching++)
            {
                List<int> tempIndices = new List<int>();

                //These variables are used for creating flatstrips
                bool addingFlats = false;
                int xOffset = 0;
                Vector3 oldNormal = new Vector3();

                //Build Index arrays for each stitching type
                for (int y = yPosition; y < yPosition + ((NodeScale - 1) - stepSize + 1); y += stepSize)
                {
                    for (int x = xPosition; x < xPosition + ((NodeScale - 1) - stepSize + 1); x += stepSize)
                    {
                        // Test
                        if (y < heightMap.Width - stepSize && x < heightMap.Height - stepSize)
                        {
                            //Edge stitching:
                            //
                            //
                            //1 Lrge stitch
                            //     /\
                            //    /__\
                            //
                            //
                            //2 Sml stitches
                            //  ___  ___
                            //  | /  \ |
                            //  |/    \|
                            bool standard = false;

                            if (Vertices[VBuffer][Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale].Position.Y > maxHeight)
                            {
                                maxHeight = Vertices[VBuffer][Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale].Position.Y;
                            }
                            else
                            {
                                if (Vertices[VBuffer][Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale].Position.Y < minHeight)
                                {
                                    minHeight = Vertices[VBuffer][Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale].Position.Y;
                                }
                            }

                            /////////////////////////////////////////////////////
                            //STITCH BOTTOM
                            if (x <= xPosition)
                            {
                                if (stitching == 4 || stitching == 7 || stitching == 8)
                                {
                                    if (y % (stepSize * 2) == 0)
                                    {
                                        standard = false;

                                        //1 Lrge stitch
                                        tempIndices.Add(Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize * 2) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);

                                        numberOfIndices += 3;

                                        //2 Sml stitches (Don't do edges)
                                        if (y != yPosition || stitching == 8 || stitching == 4)
                                        {
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset)) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                        }
                                        if (y != yPosition + (NodeScale - 1) - stepSize * 2 || stitching == 7 || stitching == 4)
                                        {
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize * 2) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize * 2) * VertBuffSize) / VBufferRootScale);
                                        }
                                    }
                                }
                                else
                                {
                                    standard = true;
                                }
                            }



                            //////////////////////////////////////////
                            //STITCH TOP
                            if (x == xPosition + ((NodeScale - 1) - stepSize))
                            {
                                if (stitching == 2 || stitching == 5 || stitching == 6)
                                {
                                    if (y % (stepSize * 2) == 0)
                                    {
                                        standard = false;

                                        //1 Lrg Stich
                                        tempIndices.Add(Math.Abs(((x - VBXOffset)) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize * 2) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);

                                        //2 Smll Stitches (don't do edges)
                                        if (y != yPosition || stitching == 2 || stitching == 5)
                                        {
                                            tempIndices.Add(Math.Abs(((x - VBXOffset)) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset)) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                        }
                                        if (y != yPosition + (NodeScale - 1) - stepSize * 2 || stitching == 2 || stitching == 6)
                                        {

                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize * 2) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset)) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset)) + ((y - VBYOffset) + stepSize * 2) * VertBuffSize) / VBufferRootScale);
                                        }
                                    }
                                }
                                else
                                {
                                    standard = true;
                                }
                            }


                            ////////////////////////////////
                            //STITCH RIGHT
                            if (y <= yPosition)
                            {
                                if (stitching == 3 || stitching == 6 || stitching == 7)
                                {
                                    if (x % (stepSize * 2) == 0)
                                    {
                                        standard = false;

                                        tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize * 2) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);

                                        if (x != xPosition || stitching == 3 || stitching == 6)
                                        {
                                            tempIndices.Add(Math.Abs(((x - VBXOffset)) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset)) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                        }
                                        if (x != xPosition + (NodeScale - 1) - stepSize * 2 || stitching == 3 || stitching == 7)
                                        {
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize * 2) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize * 2) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        }
                                    }
                                }
                                else
                                {
                                    standard = true;
                                }
                            }


                            //////////////////////////////////////////
                            //STITCH LEFT
                            if (y == yPosition + ((NodeScale - 1) - stepSize))
                            {
                                if (stitching == 1 || stitching == 5 || stitching == 8)
                                {
                                    if (x % (stepSize * 2) == 0)
                                    {
                                        standard = false;

                                        //1 Lrg Stich
                                        tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize * 2) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs(((x - VBXOffset)) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);

                                        //2 Smll Stitches (don't do edges)
                                        if (x != xPosition || stitching == 1 || stitching == 5)
                                        {
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset)) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset)) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        }
                                        if (x != xPosition + (NodeScale - 1) - stepSize * 2 || stitching == 1 || stitching == 8)
                                        {

                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize * 2) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize * 2) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale);
                                        }
                                    }
                                }
                                else
                                {
                                    standard = true;
                                }
                            }

                            if (x > xPosition && y > yPosition && x != xPosition + ((NodeScale - 1) - stepSize) && y != yPosition + ((NodeScale - 1) - stepSize))
                            {
                                standard = true;
                            }

                            //NO STITCHING (Centre piece)
                            if (standard == true)
                            {
                                #region depricated
                                //indices[stitching][i++] = Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale;
                                //indices[stitching][i++] = Math.Abs(((x - VBXOffset) + stepSize) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale;
                                //indices[stitching][i++] = Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale;

                                //indices[stitching][i++] = Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale;
                                //indices[stitching][i++] = Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale;
                                //indices[stitching][i++] = Math.Abs(((x - VBXOffset) + stepSize) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale;
                                #endregion

                                /////////////////////////////////////////////////////////////////////
                                //This section is used to cut the number of polygons by removing detail on flat planes
                                Vector3 next1Normal = normStore[x, y];
                                Vector3 next2Normal = normStore[x, y + stepSize];

                                Vector3 next1Position = Vertices[VBuffer][Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale].Position;
                                Vector3 next2Position = Vertices[VBuffer][Math.Abs((x - VBXOffset) + (y + stepSize - VBYOffset) * VertBuffSize) / VBufferRootScale].Position;

                                Vector3 nn = Vertices[VBuffer][Math.Abs((x + stepSize - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale].Position - next1Position;
                                nn.Normalize();

                                Vector3 nn2 = Vertices[VBuffer][Math.Abs((x + stepSize - VBXOffset) + (y + stepSize - VBYOffset) * VertBuffSize) / VBufferRootScale].Position - next2Position;
                                nn2.Normalize();

                                Vector3 next1Normalised = Vector3.Cross(next1Normal, Vector3.UnitZ);
                                next1Normalised.Normalize();

                                Vector3 next2Normalised = Vector3.Cross(next2Normal, Vector3.UnitZ);
                                next2Normalised.Normalize();
                                //MessageBox.Show("nn: "+ nn +", next2Position: " + next2Position.ToString() + ", next1Position: " + next1Position.ToString() + ",n1normalised: " + next1Normalised.ToString() + ", Formula: " + Vector3.Add(next1Position, Vector3.Multiply(next1Normalised, terrainScale * stepSize)));


                                //if (Math.Abs(oldNormal.X - next1Normal.X) < 0.000001 && Math.Abs(oldNormal.X - next2Normal.X) < 0.000001 && Math.Abs(oldNormal.Y - next1Normal.Y) < 0.000001 && Math.Abs(oldNormal.Y - next2Normal.Y) < 0.000001 && x < xPosition + ((NodeScale - 1) - stepSize * 2))
                                //if (oldNormal == next1Normal && oldNormal == next2Normal && Math.Abs((nn.Y) - (next1Normalised.Y)) < .00001 && Math.Abs((nn2.Y) - (next2Normalised.Y)) < .00001 && x < xPosition + ((NodeScale - 1) - stepSize * 2) || oldNormal == next1Normal && oldNormal == next2Normal && float.IsNaN(Math.Abs(Math.Abs(nn.Z) - Math.Abs(next1Normalised.Z))) && x < xPosition + ((NodeScale - 1) - stepSize * 2))
                                if (oldNormal == next1Normal && oldNormal == next2Normal && nn == next1Normalised && nn2 == next2Normalised && x < xPosition + ((NodeScale - 1) - stepSize * 2) || oldNormal == next1Normal && oldNormal == next2Normal && float.IsNaN((next1Normalised.Z)) && nn.X == 1 && nn2.X == 1 && x < xPosition + ((NodeScale - 1) - stepSize * 2))
                                {
                                    //MessageBox.Show(nn+" "+next1Normalised);
                                    if (addingFlats == false)
                                    {
                                        //Activates when we enter a flatstrip
                                        addingFlats = true;
                                        xOffset = x;
                                        oldNormal = normStore[x, y + stepSize];
                                    }
                                    else
                                    {
                                        //In the middle of a flatstip, we do nothing
                                    }
                                }
                                else
                                {
                                    if (addingFlats == true)
                                    {
                                        //Activaes when we leave a flatstrip
                                        addingFlats = false;
                                        tempIndices.Add(Math.Abs(((xOffset - VBXOffset)) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs((x - stepSize - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs((x - stepSize - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);

                                        tempIndices.Add(Math.Abs(((xOffset - VBXOffset)) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs((x - stepSize - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs(((xOffset - VBXOffset)) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);


                                        /////////////////////////////////////////////////////////////////////
                                        //This makes cliffs look better by reorientating the diagonal, and thus removing "cliff feet".
                                        VertexPosition v0 = Vertices[VBuffer][Math.Abs((x - VBXOffset) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale];
                                        VertexPosition vX = Vertices[VBuffer][Math.Abs((x - VBXOffset + stepSize) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale];
                                        VertexPosition vY = Vertices[VBuffer][Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale];
                                        VertexPosition vXY = Vertices[VBuffer][Math.Abs((x - VBXOffset + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale];

                                        float rightDiagDifference = Math.Abs(v0.Position.Y - vXY.Position.Y);
                                        float leftDiagDifference = Math.Abs(vX.Position.Y - vY.Position.Y);


                                        if (rightDiagDifference < leftDiagDifference)
                                        {
                                            tempIndices.Add(Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);


                                            tempIndices.Add(Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset)) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);
                                        }
                                        else
                                        {
                                            tempIndices.Add(Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);

                                            tempIndices.Add(Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);
                                        }

                                        tempIndices.Add(Math.Abs((x - stepSize - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs(((x - stepSize - VBXOffset) + stepSize) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs((x - stepSize - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);

                                        tempIndices.Add(Math.Abs((x - stepSize - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs(((x - stepSize - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                        tempIndices.Add(Math.Abs(((x - stepSize - VBXOffset) + stepSize) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);

                                        oldNormal = normStore[x, y + stepSize];
                                        /////////////////////////////////////////////////////////////////////
                                    }
                                    else
                                    {
                                        /////////////////////////////////////////////////////////////////////
                                        //Generate a normal square: nothing special, except for removing cliff feet
                                        oldNormal = normStore[x, y + stepSize];

                                        //Make cliffs look better by reorientating the diagonal
                                        VertexPosition v0 = Vertices[VBuffer][Math.Abs((x - VBXOffset) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale];
                                        VertexPosition vX = Vertices[VBuffer][Math.Abs((x - VBXOffset + stepSize) + ((y - VBYOffset)) * VertBuffSize) / VBufferRootScale];
                                        VertexPosition vY = Vertices[VBuffer][Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale];
                                        VertexPosition vXY = Vertices[VBuffer][Math.Abs((x - VBXOffset + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale];

                                        float rightDiagDifference = Math.Abs(v0.Position.Y - vXY.Position.Y);
                                        float leftDiagDifference = Math.Abs(vX.Position.Y - vY.Position.Y);



                                        if (rightDiagDifference < leftDiagDifference)
                                        {
                                            tempIndices.Add(Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);


                                            tempIndices.Add(Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset)) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);
                                        }
                                        else
                                        {
                                            tempIndices.Add(Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs((x - VBXOffset) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);

                                            tempIndices.Add(Math.Abs((x - VBXOffset) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + ((y - VBYOffset) + stepSize) * VertBuffSize) / VBufferRootScale);
                                            tempIndices.Add(Math.Abs(((x - VBXOffset) + stepSize) + (y - VBYOffset) * VertBuffSize) / VBufferRootScale);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
                /////////////////////////////////////////////////////////////////////
                //Keep track of the number of indices.
                indices[stitching] = new int[tempIndices.Count];
                if (numberOfIndices < tempIndices.Count)
                    numberOfIndices = tempIndices.Count;
                indices[stitching] = tempIndices.ToArray();
            }


            ////////////////////////////////////////////////
            //Create Nodes Bounding Box.
            boundBox = new BoundingBox(new Vector3((float)(xPosition) * terrainScale, minHeight, (float)(yPosition) * terrainScale),
                                        new Vector3((float)(xPosition + NodeScale) * terrainScale, maxHeight, (float)(yPosition + NodeScale) * terrainScale));

            /////////////////////////////////////////////////////////////////////
            //Set node Depth.
            NodeDepth = nodeDepth;
        }
        /// <summary>
        /// Initialises a complete QuadTerrain.
        ///This is the Constructor method. As you might have guessed, it constructs a quad terrain.
        /// Quasar.
        /// </summary>
        /// <param name="factory">The factory.</param>
        /// <param name="heightMap">The Texture2D to use as a heightmap. Must have square dimensions of (2^n)+1, where n is an integer.</param>
        /// <param name="squareSize">The edge size of each individual LOD square. Lower values increase CPU Load, decrease GPU Load, and increase Loading times. Must be (2^n)+1, and larger than 5.</param>
        /// <param name="vertexBufferSize">The size of Vertex buffer to use. Lower Values increase the number of draw calls by splitting the terrain into several Vertex Buffers. Must be (2^n)+1, and larger than squareSize.</param>
        /// <param name="scale">The XZ scale to multiply the terrain by.</param>
        /// <param name="height">The Y scale to multiply the terrain by.</param>
        public QuadTerrain(GraphicFactory factory ,Texture2D heightMap, int squareSize, int vertexBufferSize, float scale, float height)
        {
            this.factory = factory;
            //I'm not entirely sure what this does, but it is used in updateTerrain.
            //I think it is used to prevent the Vertex Buffers being filled during the initialisation UpdateTerrain call.
            first = true;

            LODHeightImpact = 1.0f;                        
             
            

            //Set terrain width and height from heightmap.
            terrainHeight = heightMap.Height;
            terrainWidth = heightMap.Width;

            //Set some obvious public variables
            HeightMap = heightMap;
            SquareSize = squareSize;
            Scale = scale;
            HeightScale = height;
            VBsize = vertexBufferSize;

            //Copy the heightmap from a Texture to an array of colours...
            Color[] heightMapColors = new Color[terrainWidth * terrainHeight];
            heightMap.GetData(heightMapColors);

            //Initialise the HeightStore and 
            heightStore = new float[heightMap.Width, heightMap.Height];
            normStore = new Vector3[heightMap.Width, heightMap.Height];

            //this is the Normal texture for the entire terrain. It is used within the shader to prevent normal popup.
            normalTexture = factory.CreateTexture2D(heightMap.Width, heightMap.Height, true, SurfaceFormat.Color);
            Color[] normalData = new Color[heightMap.Width * heightMap.Height];

            #region depricated
            /*
            int NodeDepth= 0;
            int NodeLevel = (int)Math.Pow(2, (NodeDepth));
            int NodeScale = ((heightMap.Height - 1) / NodeLevel) + 1;
            int stepSize = (NodeScale - 1) / (squareSize - 1);
            */

            ////////////////////////////////////////////////////
            // For:
            // SquareSize = 9
            // Height = 257
            // NodeDepth,   NodeLevel,  NodeScale,  stepSize
            // 0,           1,          257,        64
            // 1,           2,          129,        32
            // 2,           4,          65,         16
            // 3,           8,          33,         8
            // 4,           16,         19,         4
            // 5,           32,         9,          2
            // 6,           64,         5,          1
            ////////////////////////////////////////////////////

            //Get node depth:
            //int NodeScale = stepSize*(squareSize-1)+1;
            //int NodeLevel = (NodeScale - 1) * (heightMap.Height - 1);
            //int maxNodeDepth = (int)Math.Log(NodeLevel, 2);
            //int maxNodeDepth;
            #endregion

            //Determine Maximum Node Depth from Square Size and height of heightmap
            int NodeScale = 1 * (squareSize - 1) + 1;
            int NodeLevel = (heightMap.Height - 1) / (NodeScale - 1);
            maxNodeDepth = (int)Math.Log(NodeLevel, 2);

            //Work out number of vertex arrays needed:
            //Math.Pow(HeightMap.HEIGHT / 512, 2))+1;
            numberOfVBs = (int)Math.Pow((terrainHeight - 1) / (VBsize - 1), 2);
            sqrtNumberOfVBs = (int)Math.Sqrt(numberOfVBs);

            //Initialise the Array of Vertex Arrays, accompanying Array of Vertex Buffers and the Array of Integer Index Arrays.
            allVertices = new VertexPosition[numberOfVBs + 1][];
            allVBs = new VertexBuffer[numberOfVBs + 1];
            allIndices = new int[numberOfVBs + 1][];

            //And as if that wasn't confusing enough...
            //Now I initialise each Array in the Array of Vertex Arrays, each corresponding Buffer in the Array of Vertex Buffers,
            //and each Integer Index Array in the Array of Integer Index Arrays.
            for (int i = 0; i < numberOfVBs + 1; i++)
            {
                allVertices[i] = new VertexPosition[(VBsize + 1) * (VBsize + 1)];
                allVBs[i] = factory.CreateVertexBuffer(VertexPosition.VertexDeclaration, (VBsize + 1) * (VBsize + 1), BufferUsage.WriteOnly);
                allIndices[i] = new int[VBsize * VBsize * 6];
            }
            //Array.

            //This list is used to sort the Quadnodes to be drawn by distance to save on Overdraw.
            qnl = new List<QuadNode>();

            //Create a 2D array of floats from the heightmap colour array.
            for (int y = 0; y < terrainHeight; y++)
            {
                for (int x = 0; x < terrainWidth; x++)
                {
                    //heightstore Array
                    heightStore[x, y] = heightMapColors[x + y * terrainWidth].R;
                }
            }

            //Define the 'renderedIndices' array, which keeps track of the number of indices from each vertex buffer each frame.
            renderedindices = new int[numberOfVBs + 1];


            /////////////////////////////////////////////////////
            //Generate Vertex Positions and normals
            int PlusXVBIndex;
            int PlusYVBIndex;
            int PlusXYVBIndex;
            int PlusVBIndex;
            for (int y = 0; y < terrainHeight; y++)
            {
                for (int x = 0; x < terrainWidth; x++)
                {

                    PlusXYVBIndex = (int)(Math.Floor(((float)(x + 1) / terrainWidth) * sqrtNumberOfVBs) + (Math.Floor(((float)(y + 1) / terrainWidth) * sqrtNumberOfVBs) * sqrtNumberOfVBs));
                    PlusXVBIndex = (int)(Math.Floor(((float)(x + 1) / terrainWidth) * sqrtNumberOfVBs) + (Math.Floor(((float)(y) / terrainWidth) * sqrtNumberOfVBs) * sqrtNumberOfVBs));
                    PlusYVBIndex = (int)(Math.Floor(((float)(x) / terrainWidth) * sqrtNumberOfVBs) + (Math.Floor(((float)(y + 1) / terrainWidth) * sqrtNumberOfVBs) * sqrtNumberOfVBs));
                    PlusVBIndex = (int)(Math.Floor(((float)(x) / terrainWidth) * sqrtNumberOfVBs) + (Math.Floor(((float)(y) / terrainWidth) * sqrtNumberOfVBs) * sqrtNumberOfVBs));

                    Vector3 normX = Vector3.Zero;
                    Vector3 normY = Vector3.Zero;
                    Vector3 normalVector = new Vector3();

                    if (x > 0 && y > 0 && x < terrainWidth - 1 && y < terrainHeight - 1)
                    {
                        normX = new Vector3((heightStore[x - 1, y] - heightStore[x + 1, y]) / 2 * height, 0, scale);
                        normY = new Vector3(0, (heightStore[x, y - 1] - heightStore[x, y + 1]) / 2 * height, scale);
                        normalVector = normX + normY;
                        normalVector.Normalize();

                        Vector3 texVector = new Vector3();
                        texVector.X = (normalVector.X + 1) / 2f;
                        texVector.Y = (normalVector.Y + 1) / 2f;
                        texVector.Z = (normalVector.Z + 1) / 2f;
                        normalData[x + y * terrainHeight] = new Color(texVector);

                        //MessageBox.Show(normalVector.ToString() + " "+new Color(normalVector));
                    }
                    else
                    {
                        normX = new Vector3(0, 0, scale);
                        normY = new Vector3(0, 0, scale);
                        normalVector = normX + normY;
                        normalVector.Normalize();


                        Vector3 texVector = new Vector3();
                        texVector.X = (normalVector.X + 1) / 2f;
                        texVector.Y = (normalVector.Y + 1) / 2f;
                        texVector.Z = (normalVector.Z + 1) / 2f;
                        normalData[x + y * terrainHeight] = new Color(texVector);
                    }
                    normStore[x, y] = normalVector;

                    /////////////////////////////////////////////
                    //Fill Vertex Arrays
                    //Foreach vertex array...
                    for (int i = 0; i < numberOfVBs; i++)
                    {
                        //Vertex Buffers
                        // 0, 1, 2, 3... What about root 0?
                        // 4, 5, 6, 7
                        // 8, 9,10,11
                        //12,13,14,15
                        //Change to...
                        // 1, 2, 3, 4... root=0
                        // 5, 6, 7, 8
                        // 9,10,11,12
                        //13,14,15,16

                        //This works to sort the VB's. 
                        //It works to align the x,y and VBi values: only if an x/y coord is in an i VB. Uses 1st VB chart. Just use i+1
                        ///////////////////////////////////////////////////////////
                        //^^ If you understood the above comment, you're doing better than me. ^^
                        ///////////////////////////////////////////////////////////

                        //This is the 'multiple vertex buffers' algorithm, which puts vertices into their own VBuffers. Anything involving
                        //it won't be very well documented, because I can only vaguely remember writing it in the first place.

                        //I'm not entirely sure what that means, but I suspect I was either drunk or asleep at the time. Possibly both.
                        if (PlusXYVBIndex == i)
                        {
                            //allVertices[i+1][(x % VBsize) + (y % VBsize) * VBsize].Position = new Vector3(x * scale, heightStore[x, y] * height, -y * scale);
                            if (x < terrainHeight - 1)
                            {
                                //MessageBox.Show(x + " " + y + " " + x % (VBsize - 1) + " " + y % (VBsize - 1) + " " + i);

                                allVertices[i + 1][x % (VBsize - 1) + y % (VBsize - 1) * VBsize].Position = new Vector3(x * scale, heightStore[x, y] * height, y * scale);
                                //allVertices[i + 1][x % (VBsize - 1) + y % (VBsize - 1) * VBsize].Normal = normalVector;
                                //Add this vertex to VB i+1, at location (x % (VBsize-1) + y % (VBsize-1) * VBsize) 
                            }
                        }
                        else
                        {
                            //Bottom or left
                            if (PlusVBIndex == i)
                            {
                                if (PlusYVBIndex == i)
                                {
                                    //MessageBox.Show(x + "BotLeft&Y " + y + " " + (x % (VBsize - 1) + (VBsize - 1)) + " " + y % (VBsize - 1) + " " + i);  
                                    allVertices[i + 1][(x % (VBsize - 1) + (VBsize - 1)) + (y % (VBsize - 1)) * VBsize].Position = new Vector3(x * scale, heightStore[x, y] * height, y * scale);
                                    //allVertices[i + 1][(x % (VBsize - 1) + (VBsize - 1)) + (y % (VBsize - 1)) * VBsize].Normal = normalVector;

                                    //Add this vertex to VB i+1, at location (x % (VBsize - 1) + (VBsize - 1)) + (y % (VBsize - 1)) * VBsize)
                                }
                                else
                                {
                                    if (PlusXVBIndex == i)
                                    {
                                        //MessageBox.Show(x + "BotLeft&X " + y + " " + x % (VBsize - 1) + " " + (y % (VBsize - 1) + (VBsize - 1)) + " " + i);
                                        allVertices[i + 1][x % (VBsize - 1) + (y % (VBsize - 1) + (VBsize - 1)) * VBsize].Position = new Vector3(x * scale, heightStore[x, y] * height, y * scale);
                                        //allVertices[i + 1][x % (VBsize - 1) + (y % (VBsize - 1) + (VBsize - 1)) * VBsize].Normal = normalVector;

                                        //Add this vertex to VB i+1, at location (x % (VBsize - 1)) + (y % (VBsize - 1) + (VBsize - 1)) * VBsize)

                                    }
                                    else
                                    {
                                        //MessageBox.Show(x + "BotLeft " + y + " " + (x % (VBsize - 1) + (VBsize - 1)) + " " + (y % (VBsize - 1) + (VBsize - 1)) + " " + i);
                                        allVertices[i + 1][x % (VBsize - 1) + (VBsize - 1) + (y % (VBsize - 1) + (VBsize - 1)) * VBsize].Position = new Vector3(x * scale, heightStore[x, y] * height, y * scale);
                                        //allVertices[i + 1][x % (VBsize - 1) + (VBsize - 1) + (y % (VBsize - 1) + (VBsize - 1)) * VBsize].Normal = normalVector;
                                        //Add this vertex to VB i+1, at location (x % (VBsize - 1) + (VBsize - 1)) + (y % (VBsize - 1) + (VBsize - 1)) * VBsize)
                                    }
                                }
                            }
                            else
                            {
                                //Corner Left
                                if (PlusYVBIndex == i)
                                {
                                    if (y < terrainHeight - 1)
                                    {
                                        //MessageBox.Show(x + "Left " + y + " " + (x % (VBsize - 1) + (VBsize - 1)) + " " + y % (VBsize - 1) + " " + i);
                                        allVertices[i + 1][(x % (VBsize - 1) + (VBsize - 1) + (y % (VBsize - 1)) * VBsize)].Position = new Vector3(x * scale, heightStore[x, y] * height, y * scale);
                                        //allVertices[i + 1][(x % (VBsize - 1) + (VBsize - 1) + (y % (VBsize - 1)) * VBsize)].Normal = normalVector;
                                        //Add this vertex to VB i+1, at location ((x % (VBsize - 1) + (VBsize - 1)) + (y % (VBsize - 1)) * VBsize)
                                    }
                                }
                                //Corner Bottom
                                if (PlusXVBIndex == i)
                                {
                                    if (x < terrainHeight - 1)
                                    {
                                        //MessageBox.Show(x + "Bot " + y + " " + x % (VBsize - 1) + " " + (y % (VBsize - 1) + (VBsize - 1)) + " " + i);
                                        allVertices[i + 1][(x % (VBsize - 1)) + ((y % (VBsize - 1) + (VBsize - 1)) * VBsize)].Position = new Vector3(x * scale, heightStore[x, y] * height, y * scale);
                                        //allVertices[i + 1][(x % (VBsize - 1)) + ((y % (VBsize - 1) + (VBsize - 1)) * VBsize)].Normal = normalVector;
                                        //Add this vertex to VB i+1, at location ((x % (VBsize - 1)) + ((y % (VBsize - 1) + (VBsize - 1)) * VBsize)
                                    }
                                }
                            }
                        }


                        if (i == 0)
                        {
                            int stepSize = (terrainWidth - 1) / (vertexBufferSize - 1);
                            int numberOfSteps = (terrainWidth - 1) / stepSize;
                            if (x % stepSize == 0 && y % stepSize == 0)
                            {
                                allVertices[0][(x / stepSize) + (y / stepSize) * VBsize].Position = new Vector3(x * scale, heightStore[x, y] * height, y * scale);
                                //allVertices[0][(x / stepSize) + (y / stepSize) * VBsize].Normal = normalVector;
                                //Add this vertex to VB 0, at location ((x/stepSize) + (y/stepSize) * VBsize)
                            }
                        }
                    }
                }
            }
            //Generate the normal texture from the normal data generated a second ago.
            normalTexture.SetData<Color>(normalData);

            factory.MipMapTexture(ref normalTexture);            
                       

            ////////////////////////////////////////////////////////////
            //Add to vertex buffer
            for (int j = 0; j < numberOfVBs + 1; j++)
            {
                allVBs[j].SetData<VertexPosition>(allVertices[j]);
            }
            ////////////////////////////////////////////////////////////


            #region depricated
            // int[] nodeStatsArray = new int[6,6];
            //for (i=HeightMap.Height-1;i>

            //   rootNode = new QuadNode(HeightMap, SquareSize, 4, 0, 0);


            //NodeDepth     Nodes   Total Nodes
            //0             1       1
            //1             4       5
            //2             16      21
            //3             64      85
            //4             256     341
            //5             1024    1365

            //allQuadNodes = new List<QuadNode>();


            //int NodeDepth = 0;
            //NodeLevel = (int)Math.Pow(2, (NodeDepth));
            //NodeScale = ((heightMap.Height - 1) / NodeLevel) + 1;
            //int stepSize = (NodeScale - 1) / (squareSize - 1);
            //QuadNode qNode;
            //QuadNode[] parentNode = new QuadNode[1];

            //int xPosition = 0;
            //int yPosition = 0;
            //qNode = new QuadNode(HeightMap, SquareSize, NodeDepth, xPosition, yPosition);
            //NodeDepth++;

            //while (xPosition < terrainWidth)
            //{
            //    while (yPosition < terrainHeight)
            //    {
            //        while (NodeDepth < maxNodeDepth - 5)
            //        {
            //            NodeLevel = (int)Math.Pow(2, (NodeDepth));
            //            NodeScale = ((heightMap.Height - 1) / NodeLevel) + 1;
            //            qNode = new QuadNode(HeightMap, SquareSize, NodeDepth, xPosition, yPosition);
            //            allQuadNodes.Add(qNode);
            //            qNode = new QuadNode(HeightMap, SquareSize, NodeDepth, xPosition + NodeScale - 1, yPosition);
            //            allQuadNodes.Add(qNode);
            //            qNode = new QuadNode(HeightMap, SquareSize, NodeDepth, xPosition, yPosition + NodeScale - 1);
            //            allQuadNodes.Add(qNode);
            //            qNode = new QuadNode(HeightMap, SquareSize, NodeDepth, xPosition + NodeScale - 1, yPosition + NodeScale - 1);
            //            allQuadNodes.Add(qNode);
            //            parentNode[0] = qNode;
            //            NodeDepth++;
            //        }
            //        NodeDepth--;


            //        NodeLevel = (int)Math.Pow(2, (NodeDepth-1));
            //        NodeScale = ((heightMap.Height - 1) / NodeLevel) + 1;




            //        //NodeDepth--;
            //        yPosition += NodeScale - 1;
            //    }
            //    xPosition += NodeScale - 1;
            //    yPosition = 0;
            //}

            //NodeDepth++;


            //int numQuadNodes = allQuadNodes.Count;
            //int[] indexBufferArray = new int[numQuadNodes * ((squareSize - 1) * (squareSize - 1) * 6)];

            #endregion

            //Define Quadnode List
            allQuadNodes = new List<QuadNode>();

            //Create RootNode
            RootNode = new QuadNode(HeightMap, normStore, SquareSize, VBsize, Scale, 0, 0, 0, null, allVertices);
            allQuadNodes.Add(RootNode);


            ////////////////////////////////////////////////
            //Creates all quadnodes in the entire quadtree
            //
            //This is a recursive function. It breaks the rootnode into 4 new quadnodes, then applies itself to each of 
            //these children nodes, in turn breaking them. See it's definition for a more complete explanation.
            RecursiveCreateQuad(RootNode);
            ////////////////////////////////////////////////

            //Set Adjacent Nodes for each Quadnode, for stitching purposes.
            for (int i = 0; i < allQuadNodes.Count; i++)
            {
                if (allQuadNodes[i].NodeDepth > 0)
                {
                    foreach (QuadNode qNode in allQuadNodes)
                    {
                        if (qNode.XPosition == allQuadNodes[i].XPosition + allQuadNodes[i].NodeScale - 1 && qNode.NodeDepth == allQuadNodes[i].NodeDepth && qNode.YPosition == allQuadNodes[i].YPosition)
                        {
                            allQuadNodes[i].adjacentNorthQuad = qNode;
                        }
                        if (qNode.YPosition == allQuadNodes[i].YPosition + allQuadNodes[i].NodeScale - 1 && qNode.NodeDepth == allQuadNodes[i].NodeDepth && qNode.XPosition == allQuadNodes[i].XPosition)
                        {
                            allQuadNodes[i].adjacentEastQuad = qNode;
                        }
                        if (qNode.XPosition == allQuadNodes[i].XPosition - allQuadNodes[i].NodeScale + 1 && qNode.NodeDepth == allQuadNodes[i].NodeDepth && qNode.YPosition == allQuadNodes[i].YPosition)
                        {
                            allQuadNodes[i].adjacentSouthQuad = qNode;
                        }
                        if (qNode.YPosition == allQuadNodes[i].YPosition - allQuadNodes[i].NodeScale + 1 && qNode.NodeDepth == allQuadNodes[i].NodeDepth && qNode.XPosition == allQuadNodes[i].XPosition)
                        {
                            allQuadNodes[i].adjacentWestQuad = qNode;
                        }
                    }
                }
            }

            ///////////////////////////////////////////////
            //Run an update on the terrain for it's initial state. See the update method.
            //I'm not entirely sure why this is necessary, but I'm sure there's a good reason.
            Matrix viewMatrix = Matrix.CreateLookAt(Vector3.Zero, Vector3.Forward, Vector3.Up);
            Matrix projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 10f, 1, 100);
            BoundingFrustum startFrustrum = new BoundingFrustum(viewMatrix * projectionMatrix);
#if DEBUG
            debugTimer = new Stopwatch();
#endif

            UpdateTerrain(new Vector3(), startFrustrum, 3.5f);
            allIBs = new DynamicIndexBuffer[allIndices.Length];
            for (int l = 0; l < allIndices.Length; l++)
            {
                allIBs[l] = factory.CreateDynamicIndexBuffer(IndexElementSize.ThirtyTwoBits, (allVertices[l].Length), BufferUsage.WriteOnly);
            }
        }
        /// <summary>
        /// This simple function compares two quadnode by distance. Used for sorting to save overdraw.
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        private static int compareQuadNodesByDistance(QuadNode x, QuadNode y)
        {
            int retval = x.distanceFromCamera.CompareTo(y.distanceFromCamera);

            if (retval < 0)
            {
                return -1;
            }
            else
            {
                if (retval > 0)
                {
                    return 1;
                }
                else
                {
                    return 0;
                }
            }
        }