private void TriangulateChunk() { grass.ClearMesh(); fog.ClearMesh(); liquid.ClearMesh(); foundation.ClearMesh(); structure.ClearMesh(); ceiling.ClearMesh(); ceilingMask.ClearMesh(); for (int i = 0; i < cells.Length; i++) { TriangulateCell(cells[i]); } grass.ApplyMesh(); fog.ApplyMesh(); liquid.ApplyMesh(); foundation.ApplyMesh(); structure.ApplyMesh(); ceiling.ApplyMesh(); ceilingMask.ApplyMesh(); }