anchor.diff:    begin
       //Setup vertex and UV layout and offsets
       glEnableClientState(GL_VERTEX_ARRAY);
  -    glVertexPointer(3, GL_FLOAT, SizeOf(TVertice), Pointer(0));
  +    glVertexPointer(3, GL_FLOAT, SizeOf(TTileVertice), Pointer(0));
       glClientActiveTexture(GL_TEXTURE0);
       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  -    glTexCoordPointer(1, GL_FLOAT, SizeOf(TVertice), Pointer(12));
  +    glTexCoordPointer(1, GL_FLOAT, SizeOf(TTileVertice), Pointer(12));
   
       //Here and above OGL requests Pointer, but in fact it's just a number (offset within Array)
       glDrawElements(GL_TRIANGLES, Length(fTilesInd), GL_UNSIGNED_INT, Pointer(0));
  
positive.code:   begin
      //Setup vertex and UV layout and offsets
      glEnableClientState(GL_VERTEX_ARRAY);
      glVertexPointer(3, GL_FLOAT, SizeOf(TVertice), Pointer(0));
      glClientActiveTexture(GL_TEXTURE0);
      glEnableClientState(GL_TEXTURE_COORD_ARRAY);
      glTexCoordPointer(1, GL_FLOAT, SizeOf(TVertice), Pointer(16));
  
      //Here and above OGL requests Pointer, but in fact it's just a number (offset within Array)
      glDrawElements(GL_TRIANGLES, Length(fTilesInd), GL_UNSIGNED_INT, Pointer(0));
  
negative.code:     fTextG: GLuint; //Shading gradient for lighting
      fTextB: GLuint; //Contrast BW for FOW over color-coder
      fUseVBO: Boolean; //Wherever to render terrain through VBO (faster but needs GL1.5) or DrawCalls (slower but needs only GL1.1)
      fFrameVtx: array of TFOWVertice;
      fFrameInd: array of Integer;
      fTilesVtx: array of TTileVertice; //Vertice cache for tiles
      fTilesInd: array of Integer;
      fVtxShd: GLUint;
      fIndShd: GLUint;
  