anchor.diff:  end;
   
   
  -function TRenderTerrain.VBOSupported:Boolean;
  +function TRenderTerrain.VBOSupported: Boolean;
   begin
     //Some GPUs don't comply with OpenGL 1.5 spec on VBOs, so check Assigned instead of GL_VERSION_1_5
     Result := Assigned(glGenBuffers)        and Assigned(glBindBuffer)    and Assigned(glBufferData) and
               Assigned(glEnableClientState) and Assigned(glVertexPointer) and Assigned(glClientActiveTexture) and
               Assigned(glTexCoordPointer)   and Assigned(glDrawElements)  and Assigned(glDisableClientState) and
               Assigned(glDeleteBuffers);
  +end;
  +
  +
  +function TRenderTerrain.DoUseVBO: Boolean;
  +begin
  +  Result := VBOSupported and not RENDER_3D;
   end;
   
   
  
positive.code:   //VBO has proper vertice coords only for Light/Shadow
    //it cant handle 3D yet and because of FOW leaves terrain revealed, which is an exploit in MP
    //Thus we allow VBO only in 2D
    fUseVBO := VBOSupported and not RENDER_3D;
  
    UpdateVBO(aAnimStep, aFOW);
  
  
negative.code: end;
  
  
  procedure TRenderTerrain.DoRenderTile(aTerrainId: Word; pX,pY,Rot: Integer; aDoBindTexture: Boolean; aUseTileLookup: Boolean;
                                        DoHighlight: Boolean = False; HighlightColor: Cardinal = 0);
  var
    K, I: Integer;
  