anchor.diff:  
   
   {Collect all sprites into list}
  -procedure TRender.AddSpriteToList(aRX:byte; aID:word; pX,pY,oX,oY:single; aNew:boolean; const aTeam:byte=0; const Step:single=-1);
  +procedure TRender.AddSpriteToList(aRX:byte; aID:word; pX,pY,oX,oY:single; aNew:boolean; const aTeam:byte=0; const Step:single=-1; aIsUnit:boolean=false);
   begin
   inc(RenderCount);
   if length(RenderList)-1<RenderCount then setlength(RenderList,length(RenderList)+256); //Book some space
  
positive.code: RenderList[RenderCount].NewInst:=aNew;        //Is this a new item (can be occluded), or a child one (always on top of it's parent)
  RenderList[RenderCount].Team:=aTeam;          //Team ID (determines color)
  RenderList[RenderCount].AlphaStep:=Step;      //Alpha step for wip buildings
  
  RenderList[RenderCount].FOWvalue:=255;        //Visibility recomputed in ClipRender anyway
  end;
  
negative.code:   procedure RenderTile(Index,pX,pY,Rot:integer);
    procedure RenderSprite(RX:byte; ID:word; pX,pY:single; Col:TColor4; aFOW:byte);
    procedure RenderSpriteAlphaTest(RX:byte; ID:word; Param:single; pX,pY:single; aFOW:byte);
    procedure AddSpriteToList(aRX:byte; aID:word; pX,pY,oX,oY:single; aNew:boolean; const aTeam:byte=0; const Step:single=-1; aIsUnit:boolean=false);
    procedure ClipRenderList();
    procedure SortRenderList;
    procedure RenderRenderList;
  