public void GenerateMesh(StaticMesh staticMesh, int x, int y, float numberOfChunksX, float numberOfChunksY) { var offset = new Vector2(x, y); var noiseGenerator = new ChunkNoiseGenerator(offset, _noise); var heightMapGenerator = new HeightMapGenerator(noiseGenerator); var mesh = heightMapGenerator.GenerateMesh(); var translationMatrix = Matrix4.CreateTranslation(offset.X - numberOfChunksX / 2.0f, 0, offset.Y - numberOfChunksY / 2.0f); staticMesh.ModelMatrix = translationMatrix; staticMesh.Color = _colorCycle.GetNext(); staticMesh.Update(mesh); }