protected override void SplitAndMergeMesh(LC_Chunk <WorldCell> chunk) { List <LC_Math.QuadTreeSector> sectors = LC_Math.SplitAndMerge( (x, z) => { return(chunk.Cells[x, z].RealHeight); }, (x, y) => { return(x == y); }, ChunkSize, true); foreach (LC_Math.QuadTreeSector sector in sectors) { CreateElementMesh(sector.Initial, sector.Final, chunk); } }