anchor.diff:  end;
   
   
  -procedure TRenderAux.DotOnTerrain(x, y: Single; aCol: TColor4);
  -begin
  -  TRender.BindTexture(0); // We have to reset texture to default (0), because it could be bind to any other texture (atlas)
  -  glColor4ubv(@aCol);
  -  RenderDot(X,gTerrain.FlatToHeight(X, Y));
  +procedure TRenderAux.DotOnTerrain(x, y: Single; aCol: TColor4; aSize: Single = 0.05);
  +begin
  +  TRender.BindTexture(0); // We have to reset texture to default (0), because it could be bind to any other texture (atlas)
  +  glColor4ubv(@aCol);
  +  RenderDot(X, gTerrain.FlatToHeight(X, Y), aSize);
   end;
   
   
  
positive.code:     procedure Circle(x, y, rad: Single; Fill, Line: TColor4);
      procedure CircleOnTerrain(x, y, rad: Single; Fill, Line: TColor4);
      procedure Dot(x, y: Single; aCol: TColor4; aSize: Single = 0.05);
      procedure DotOnTerrain(x, y: Single; aCol: TColor4);
      procedure LineOnTerrain(x1, y1, x2, y2: Single; aCol: TColor4; aPattern: Word = $FFFF; aDots: Boolean = True); overload;
      procedure LineOnTerrain(const A, B: TKMPoint; aCol: TColor4; aPattern: Word = $FFFF; aDots: Boolean = True); overload;
      procedure LineOnTerrain(const A, B: TKMPointF; aCol: TColor4; aPattern: Word = $FFFF; aDots: Boolean = True); overload;
  
negative.code: 
  
  procedure TRenderAux.Passability(const aRect: TKMRect; aPass: Byte);
  const
    DRAW_DOT_FOR_PASS: set of TKMTerrainPassability = [tpElevate, tpFactor];
  var
    I, K: Integer;
    pass: TKMTerrainPassability;
  