anchor.diff:  var
     road, ID, rot: Byte;
   begin
  -  if TileHasToBeRendered(False,pX,pY,aFow) then
  -  begin
  -    //Fake tiles for MapEd fields
  -    if gGame.MapEditor <> nil then
  -      case gGame.MapEditor.Land[pY, pX].CornOrWine of
  -        1:  RenderTile(gGame.MapEditor.Land[pY, pX].CornOrWineTerrain, pX, pY, 0, DoHighlight, HighlightColor);
  -        2:  RenderTile(55, pX, pY, 0, DoHighlight, HighlightColor);
  -      end;
  -
  -    if gTerrain.Land[pY, pX].TileOverlay = toRoad then
  -    begin
  -      road := 0;
  -      if (pY - 1 >= 1) then
  -        road := road + byte(gTerrain.Land[pY - 1, pX].TileOverlay = toRoad) shl 0;
  -      if (pX + 1 <= gTerrain.MapX - 1) then
  -        road := road + byte(gTerrain.Land[pY, pX + 1].TileOverlay = toRoad) shl 1;
  -      if (pY + 1 <= gTerrain.MapY - 1) then
  -        road := road + byte(gTerrain.Land[pY + 1, pX].TileOverlay = toRoad) shl 2;
  -      if (pX - 1 >= 1) then
  -        road := road + byte(gTerrain.Land[pY, pX - 1].TileOverlay = toRoad) shl 3;
  -      ID := RoadsConnectivity[road, 1];
  -      rot := RoadsConnectivity[road, 2];
  -      RenderTile(ID, pX, pY, rot, DoHighlight, HighlightColor);
  -    end
  -    else if gTerrain.Land[pY, pX].TileOverlay <> toNone then
  -      RenderTile(TILE_OVERLAY_IDS[gTerrain.Land[pY, pX].TileOverlay], pX, pY, 0, DoHighlight, HighlightColor);
  -  end;
  +  //Fake tiles for MapEd fields
  +  if gGame.MapEditor <> nil then
  +    case gGame.MapEditor.Land[pY, pX].CornOrWine of
  +      1:  RenderTile(gGame.MapEditor.Land[pY, pX].CornOrWineTerrain, pX, pY, 0, DoHighlight, HighlightColor);
  +      2:  RenderTile(55, pX, pY, 0, DoHighlight, HighlightColor);
  +    end;
  +
  +  if gTerrain.Land[pY, pX].TileOverlay = toRoad then
  +  begin
  +    road := 0;
  +    if (pY - 1 >= 1) then
  +      road := road + byte(gTerrain.Land[pY - 1, pX].TileOverlay = toRoad) shl 0;
  +    if (pX + 1 <= gTerrain.MapX - 1) then
  +      road := road + byte(gTerrain.Land[pY, pX + 1].TileOverlay = toRoad) shl 1;
  +    if (pY + 1 <= gTerrain.MapY - 1) then
  +      road := road + byte(gTerrain.Land[pY + 1, pX].TileOverlay = toRoad) shl 2;
  +    if (pX - 1 >= 1) then
  +      road := road + byte(gTerrain.Land[pY, pX - 1].TileOverlay = toRoad) shl 3;
  +    ID := RoadsConnectivity[road, 1];
  +    rot := RoadsConnectivity[road, 2];
  +    RenderTile(ID, pX, pY, rot, DoHighlight, HighlightColor);
  +  end
  +  else if gTerrain.Land[pY, pX].TileOverlay <> toNone then
  +    RenderTile(TILE_OVERLAY_IDS[gTerrain.Land[pY, pX].TileOverlay], pX, pY, 0, DoHighlight, HighlightColor);
   end;
   
   
  
positive.code: 
  
  //Render single tile overlay
  procedure TRenderTerrain.RenderTileOverlay(aFOW: TKMFogOfWarCommon; pX, pY: Integer; DoHighlight: Boolean = False; HighlightColor: Cardinal = 0);
  //   1      //Select road tile and rotation
  //  8*2     //depending on surrounding tiles
  //   4      //Bitfield
  
negative.code: 
    for I := fClipRect.Top to fClipRect.Bottom do
      for K := fClipRect.Left to fClipRect.Right do
        if TileHasToBeRendered(False,K,I,aFow) then
          RenderTileOverlay(K, I);
  
    {$IFDEF PERFLOG}
    gPerfLogs.SectionLeave(psFrameOverlays);
  