anchor.diff:            begin
               TexTileC := fTileUVLookup[Land[tY, tX].BaseLayer.Terrain, Land[tY, tX].BaseLayer.Rotation mod 4];
   
  +            VtxOffset := TilesCnt * 4;
  +            IndOffset := TilesCnt * 6;
  +
               //Fill Tile vertices array
  -            SetTileVertexExt(fTilesVtx, H,   tX-1, tY-1, False, TexTileC[1][1], TexTileC[1][2]);
  -            SetTileVertexExt(fTilesVtx, H+1, tX-1, tY,   True,  TexTileC[2][1], TexTileC[2][2]);
  -            SetTileVertexExt(fTilesVtx, H+2, tX,   tY,   True,  TexTileC[3][1], TexTileC[3][2]);
  -            SetTileVertexExt(fTilesVtx, H+3, tX,   tY-1, False, TexTileC[4][1], TexTileC[4][2]);
  -            H := H + 4;
  +            SetTileVertexExt(fTilesVtx[VtxOffset],   tX-1, tY-1, False, TexTileC[1][1], TexTileC[1][2]);
  +            SetTileVertexExt(fTilesVtx[VtxOffset+1], tX-1, tY,   True,  TexTileC[2][1], TexTileC[2][2]);
  +            SetTileVertexExt(fTilesVtx[VtxOffset+2], tX,   tY,   True,  TexTileC[3][1], TexTileC[3][2]);
  +            SetTileVertexExt(fTilesVtx[VtxOffset+3], tX,   tY-1, False, TexTileC[4][1], TexTileC[4][2]);
  +
  +            // Set Tile terrain indices
  +            fTilesInd[IndOffset+0] := VtxOffset;
  +            fTilesInd[IndOffset+1] := VtxOffset + 1;
  +            fTilesInd[IndOffset+2] := VtxOffset + 2;
  +            fTilesInd[IndOffset+3] := VtxOffset;
  +            fTilesInd[IndOffset+4] := VtxOffset + 3;
  +            fTilesInd[IndOffset+5] := VtxOffset + 2;
  +
  +            Inc(TilesCnt);
   
   //            if Land[tY, tX].LayersCnt > 0 then
   //              for L := 0 to Land[tY, tX].LayersCnt - 1 do
  
positive.code:     glTexCoordPointer(2, GL_FLOAT, SizeOf(TTileVerticeExt), 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));
  
      glDisableClientState(GL_VERTEX_ARRAY);
      glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  
negative.code:     glTexCoordPointer(1, GL_FLOAT, SizeOf(TTileVerticeExt), Pointer(20));
  
      //Here and above OGL requests Pointer, but in fact it's just a number (offset within Array)
      glDrawElements(GL_TRIANGLES, fTilesIndCount, GL_UNSIGNED_INT, Pointer(0));
  
      glDisableClientState(GL_VERTEX_ARRAY);
      glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  