void LODManager::PurgeMesh(ID3DXBaseMesh *mesh, int MeshNum) {
  if (!EnabledLOD.Get())
    return;

  MeshManager *mm = MeshManager::GetSingleton();
  TextureManager *tm = TextureManager::GetSingleton();

  for (int l = 0; l < GRID_LODS; l++)
  for (int x = 0; x < GRID_SIZE; x++)
  for (int y = 0; y < GRID_SIZE; y++) {
    if ((MeshIDs[l][y][x] == MeshNum)) {
      int mid = MeshIDs[l][y][x]; MeshIDs[l][y][x] = 0xFEFEFEFE;
      int cid = ColrIDs[l][y][x]; ColrIDs[l][y][x] = 0xFEFEFEFE;
      int nid = NormIDs[l][y][x]; NormIDs[l][y][x] = 0xFEFEFEFE;

      if (mid != MeshNum) mm->ReleaseMesh   (MeshIDs[l][y][x]);
      if (cid >=       0) tm->ReleaseTexture(ColrIDs[l][y][x]);
      if (nid >=       0) tm->ReleaseTexture(NormIDs[l][y][x]);

      Meshes [l][y][x] = NULL;
      Colors [l][y][x] = NULL;
      Normals[l][y][x] = NULL;
    }
  }
}