anchor.diff:      procedure LoadRX7(aID:integer);
       function LoadRX(filename:string; ID:integer):boolean;
       procedure ExpandRX(ID:integer);
  -    procedure MakeGFX_AlphaTest(Sender: TObject; RXid:integer);
  -    procedure MakeGFX(Sender: TObject; RXid:integer);
  +    procedure MakeGFX(RXid:integer);
  +    procedure MakeGFX_AlphaTest(RXid:integer);
  +
  +    procedure ClearUnusedGFX(RXid:integer);
   
       procedure MakeMiniMapColors(FileName:string);
       procedure MakeCursors(RXid:integer);
  
positive.code: {Take RX data and make nice textures out of it.
  Textures should be POT to improve performance and avoid driver bugs
  In result we have GFXData filled.}
  procedure TResource.MakeGFX(Sender: TObject; RXid:integer);
  var
    ci,j,i,k,LeftIndex,RightIndex,TexCount,SpanCount:integer;
    AllocatedRAM,RequiredRAM,ColorsRAM:integer;
  
negative.code:   Result := GenerateTextureCommon; //Should be called prior to glTexImage2D or gluBuild2DMipmaps
  
    case Mode of
      tm_AlphaTest: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,    DestX, DestY, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
      //Base layer
      tm_TexID:     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, DestX, DestY, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
      //Team color layer
      tm_AltID:     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA2,   DestX, DestY, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
    end;
  
    if WriteAllTexturesToBMP then begin
  