/// <summary> /// Remove a chunk at selected chunk coordinates (If it exists) /// </summary> private void RemoveChunk(int X, int Z) { ChunkID id = new ChunkID(X, Z); VoxelChunk chunk = mActiveChunks[id]; if (chunk != null) { mActiveChunks.Remove(id); chunk.Deconstruct(); mChunkPool.Enqueue(chunk); } }