anchor.diff:    end
     else
     begin
  -    glBegin(GL_QUADS);
  +    glBegin(GL_TRIANGLE_FAN);
         with fTerrain do
         if RENDER_3D then
           for I := fRect.Top to fRect.Bottom do
  
positive.code: end;
  
  
  {Render one terrian cell}
  procedure TRenderTerrain.RenderTile(Index: Byte; pX,pY,Rot: Integer);
  var
    K, I: Integer;
  
negative.code:   end
    else
    begin
      glBegin(GL_TRIANGLE_FAN);
        with fTerrain do
        if RENDER_3D then
          for I := fRect.Top to fRect.Bottom do
  