anchor.diff:    pX := aLoc.X + fRXData[rxGui].Pivot[aId].X / CELL_SIZE_PX;
     pY := gTerrain.FlatToHeight(aLoc.X, aLoc.Y) +
           fRXData[rxGui].Pivot[aId].Y / CELL_SIZE_PX;
  -  RenderSprite(rxGui, aId, 0, False, pX, pY, aFlagColor, 255);
  +  RenderSprite(rxGui, aId, 0, False, pX, pY, aFlagColor);
   end;
   
   
  
positive.code:     glEnd;
    end;
  
    if (GFXData[aRX, aId].Alt.Id <> 0) and (aFOW <> 0) and not aUseUID then
    with GFXData[aRX, aId] do
    //Don't render colorflags if they aren't visible cos of FOW
    begin
      //Multiply RGB component of flag color by FOW
      F := ((Col and $FF) * aFOW shr 8) or
           ((((Col shr 8) and $FF) * aFOW shr 8) shl 8) or
           ((((Col shr 16) and $FF) * aFOW shr 8) shl 16) or
           Col and $FF000000;
      glColor4ubv(@F);
      glBindTexture(GL_TEXTURE_2D, Alt.Id);
      glBegin(GL_QUADS);
        glTexCoord2f(Alt.u1, Alt.v2); glVertex2f(pX                     , pY                      );
  
negative.code:   pX := aLoc.X - 0.5 + fRXData[rxGui].Pivot[aId].X / CELL_SIZE_PX;
    pY := gTerrain.FlatToHeight(aLoc.X - 0.5, aLoc.Y - 0.5) -
          fRXData[rxGui].Pivot[aId].Y / CELL_SIZE_PX;
    RenderSprite(rxGui, aId, 0, False, pX, pY, aFlagColor);
  end;
  
  
  