// TODO: find a better place
 static bool IsSurfaceVisible(MeshQuery[] meshQueries, ref ChiselSurfaceRenderBuffer surface)
 {
     // Compare surface with 'current' meshquery (is this surface even being rendered???)
     for (int n = 0; n < meshQueries.Length; n++)
     {
         var meshQuery          = meshQueries[n];
         var core_surface_flags = surface.surfaceLayers.layerUsage;
         if ((core_surface_flags & meshQuery.LayerQueryMask) == meshQuery.LayerQuery)
         {
             return(true);
         }
     }
     return(false);
 }
 // TODO: find a better place
 static bool IsPointInsideSurface(ref ChiselSurfaceRenderBuffer surface, float3 treeSpacePoint, out float3 treeSpaceNormal)
 {
     ref var triangles = ref surface.indices;