public void createChunkFromBounds(GameBoard theBoard, int lowerBound, int upperBound, boolean clearChunk) {
		if (isEmptyChunk(lowerBound, upperBound))
			return;
		
		int numCols = theBoard.getCols();
		
		//Two versions of the loop for maximum efficiency. This is better than checking the clearChunk
		//value for each (i,j) index.
		if (clearChunk) {
			for (int i = upperBound; i < lowerBound; ++i) {
				for (int j = 0; j < numCols; ++j) {
					if (theBoard.isSet(i,j)) {
						Point p = GameBoardSquare.boardToScreen(i, j);
						addSubsquare(new ScreenSpaceSubsquare(new Point2f(p), theBoard.getSquare(i,j).getColor()));
						theBoard.clearSquare(i,j);
					}
				}
			}
		}
		
		else {
			for (int i = upperBound; i < lowerBound; ++i) {
				for (int j = 0; j < numCols; ++j) {
					if (theBoard.isSet(i,j)) {
						Point p = GameBoardSquare.boardToScreen(i, j);
						addSubsquare(new ScreenSpaceSubsquare(new Point2f(p), theBoard.getSquare(i,j).getColor()));
					}
				}
			}
		}
				
	}