//  Precalculate voxel cell into cache (makes triangles and vertex buffer from voxels)
        public MyIsoMesh Precalc(MyIsoMesherArgs args)
        {
            var voxelStart = args.GeometryCell.CoordInLod * MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS;
            var voxelEnd   = voxelStart + MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS - 1;

            return(Precalc(args.Storage, args.GeometryCell.Lod, voxelStart, voxelEnd, true, true, false));
        }
        public MyIsoMesh Precalc(MyIsoMesherArgs args)
        {
            var voxelStart = args.GeometryCell.CoordInLod * MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS;
            var voxelEnd   = voxelStart + MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS - 1
                             + 1  // overlap to neighbor so geometry is stitched together within same LOD
                             + 1; // for eg. 9 vertices in row we need 9 + 1 samples (voxels)

            return(Precalc(args.Storage, args.GeometryCell.Lod, voxelStart, voxelEnd, true));
        }
        public MyIsoMesh Precalc(MyIsoMesherArgs args)
        {
            var voxelStart = args.GeometryCell.CoordInLod * MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS;
            var voxelEnd = voxelStart + MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS - 1
                + 1 // overlap to neighbor so geometry is stitched together within same LOD
                + 1; // for eg. 9 vertices in row we need 9 + 1 samples (voxels)

            return Precalc(args.Storage, args.GeometryCell.Lod, voxelStart, voxelEnd, true, MyFakes.ENABLE_VOXEL_COMPUTED_OCCLUSION);
        }
 //  Precalculate voxel cell into cache (makes triangles and vertex buffer from voxels)
 public MyIsoMesh Precalc(MyIsoMesherArgs args)
 {
     var voxelStart = args.GeometryCell.CoordInLod * MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS;
     var voxelEnd = voxelStart + MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS - 1;
     return Precalc(args.Storage, args.GeometryCell.Lod, voxelStart, voxelEnd, true, true, false);
 }