anchor.diff:  procedure TRenderAux.RenderDotOnTile(pX, pY: Single; aSize: Single = 0.1);
   begin
     TRender.BindTexture(0); // We have to reset texture to default (0), because it could be bind to any other texture (atlas)
  -  pY := gTerrain.FlatToHeight(pX, pY);
  +  pY := gTerrain.RenderFlatToHeight(pX, pY);
     glBegin(GL_QUADS);
       glkRect(pX - aSize/2, pY + aSize/2, pX + aSize/2, pY - aSize/2);
     glEnd;
  
positive.code:   TRender.BindTexture(0); // We have to reset texture to default (0), because it could be bind to any other texture (atlas)
    glBegin(GL_QUADS);
      with gTerrain do
      glkQuad(rect.Left,  gTerrain.FlatToHeight(rect.Left,  rect.Top),
              rect.Right, gTerrain.FlatToHeight(rect.Right, rect.Top),
              rect.Right, gTerrain.FlatToHeight(rect.Right, rect.Bottom),
              rect.Left,  gTerrain.FlatToHeight(rect.Left,  rect.Bottom));
    glEnd;
  end;
  
  
negative.code:   TRender.BindTexture(0); // We have to reset texture to default (0), because it could be bind to any other texture (atlas)
    glColor4ubv(@aLineColor);
    glBegin(GL_LINE_LOOP);
      glVertex2f(X1, gTerrain.RenderFlatToHeight(X1, Y1));
      for I := Ceil(X1) to Trunc(X2) do
        glVertex2f(I, gTerrain.RenderFlatToHeight(I, Y1));
      glVertex2f(X2, gTerrain.RenderFlatToHeight(X2, Y1));
  
      glVertex2f(X2, gTerrain.RenderFlatToHeight(X2, Y2));
      for I := Trunc(X2) downto Ceil(X1) do
        glVertex2f(I, gTerrain.RenderFlatToHeight(I, Y2));
      glVertex2f(X1, gTerrain.RenderFlatToHeight(X1, Y2));
    glEnd;
  end;
  
  