anchor.diff:      end;
     end;//}
   
  +  {Center points and transitions of polygons
  +  for I := 0 to fPolyCount - 1 do
  +    with fPolygons[I] do
  +    begin
  +      gRenderAux.Quad(CenterPoint.X, CenterPoint.Y, $AAFFFFFF);
  +      for K := 0 to NearbyCount - 1 do
  +        gRenderAux.Quad(NearbyPoints[K].X, NearbyPoints[K].Y, $AA000000);
  +    end;//}
   
     {Raw obstacle outlines
     if OVERLAY_NAVMESH then
  
positive.code:     v1 := KMPointF(fNodes[i1].Loc.X, fNodes[i1].Loc.Y);
      v2 := KMPointF(fNodes[i2].Loc.X, fNodes[i2].Loc.Y);
      v3 := KMPointF(fNodes[i3].Loc.X, fNodes[i3].Loc.Y);
      //CenterPoint := KMPoint( Round((v1.X+v2.X+v3.X)/3), Round((v1.Y+v2.Y+v3.Y)/3) );
      fPolygons[I].CenterPoint := KMPoint( Round((v1.X+v2.X+v3.X)/3), Round((v1.Y+v2.Y+v3.Y)/3) );
  
      MinPoint.X := Min(  Min( fNodes[i1].Loc.X, fNodes[i2].Loc.X ), fNodes[i3].Loc.X  );
      MinPoint.Y := Min(  Min( fNodes[i1].Loc.Y, fNodes[i2].Loc.Y ), fNodes[i3].Loc.Y  );
  
negative.code:   var
      SecondPoint: Boolean;
      I,K,L, ToIdx: Integer;
      P: TKMPoint;
      Indices: array[0..1] of Word;
    begin
      for I := 0 to fPolygons[aIdx].NearbyCount - 1 do
  