anchor.diff:    glBindTexture(GL_TEXTURE_2D, 0);
   
     fRender := aRender;
  +end;
  +
  +
  +destructor TKMMapView.Destroy;
  +begin
  +  if fOwnTerrain then
  +    fMyTerrain.Free;
  +  inherited;
   end;
   
   
  
positive.code: begin
    inherited Create;
  
    //Create our own local terrain to access when in menu
    if aTerrain = nil then
      fMyTerrain := TTerrain.Create
    else //Otherwise access sunced Game terrain
      fMyTerrain := aTerrain;
  
    //Create texture handle
  
negative.code:     procedure UpdateMinimap(aMapEditor: Boolean);
    public
      constructor Create(aRender: TRender; aTerrain: TTerrain = nil);
      destructor Destroy; override;
  
      property Terrain: TTerrain read fMyTerrain;
  
  