anchor.diff:      Geometry.Indices.SetIndex(IndexOffset + I, Other.Geometry.Indices.GetIndex(I) + BaseID);
   End;
   
  -Procedure TERRASprite.Update(View:TERRAViewport);
  -Var
  +Procedure TERRASprite.Render(View:TERRAViewport; Const Stage:RendererStage);
  +Var
  +  Graphics:GraphicsManager;
  +  TargetShader:ShaderInterface;
     CurrentClip:Vector4D;
   
     OutIt:VertexIterator;
     Dest:SpriteVertex;
   Begin
  -(*  If (Other.ClipRect.Style = clipNothing) Then
  -    CurrentClip := Vector4D_Create(0, 0, 9999, 9999)
  -  Else
  -    CurrentClip := Vector4D_Create(Other.ClipRect.X1, Other.ClipRect.Y1, Other.ClipRect.X2, Other.ClipRect.Y2);
  -        *)
  -
  +  If (Self.Geometry.Indices.Count <= 0) Or (Self.Texture = Nil) Then
  +    Exit;
   
     If (Self.ClipRect.Style = clipNothing) Then
       CurrentClip := Vector4D_Create(0, 0, 9999, 9999)
  
positive.code:     Dest.ClipRect := CurrentClip; //Vector4D_Create(0, 0, 9999, 9999);
    End;
    ReleaseObject(OutIt);
  
  End;
  
  Procedure TERRASprite.Render(View:TERRAViewport; Const Stage:RendererStage);
  Var
    Graphics:GraphicsManager;
    TargetShader:ShaderInterface;
  Begin
    If (Self.Geometry.Indices.Count <= 0) Or (Self.Texture = Nil) Then
      Exit;
  
    Graphics := Engine.Graphics;
    //glEnable(GL_DEPTH_TEST); {FIXME}
  
negative.code:       Procedure Scale(Const X, Y:Single); Overload;
        Procedure Scale(Const Value:Single); Overload;
  
        Property Geometry:TERRAGeometry Read _Geometry;
  
        Property Texture:TERRATexture Read _Texture Write SetTexture;
  