anchor.diff:  
     //GenerateNewNavMesh();
   
  -  { Border Nodes
  +  //{ Border Nodes
     for X := 1 to fBorderNodeCount-1 do
       gRenderAux.Text(fBorderNodes[X].X+0.25, fBorderNodes[X].Y+0.4, IntToStr(X), $FF000000 OR COLOR_GREEN);
     //}
  -  { Nodes
  +  //{ Nodes
     for K := 1 to fNodeCount - 1 do
         gRenderAux.Text(fNodes[K].X+0.25, fNodes[K].Y+0.4, IntToStr(K), $FF000000 OR COLOR_RED);
     for K := fInnerPointStartIdx to fInnerPointEndIdx do
         gRenderAux.Text(fNodes[K].X+0.25, fNodes[K].Y+0.4, IntToStr(K), $FF000000 OR COLOR_GREEN);
     //}
  -  { Border Lines
  +  //{ Border Lines
     for K := 0 to fBord.Count - 1 do
       with fBord.Borders[K] do
       begin
  
positive.code:   // Divide walkable area because of obstacle
    procedure DivideWalkableArea(aIdx, aLineIdx: Word; aPPrevLine, aPActLine: PPolyLine);
    var
      NewPolyIdx: Word;
    begin
      // Reserve space in memory (point is not known yet so AddNewWalkableArea cannot be used)
      if (Length(LineArray) <= LineArrayCnt) then
  
negative.code:     {$ENDIF}
    PrettyPoly();
      {$IFDEF DEBUG_NavMesh}
      tPrettyPoly := TimeGetUsec() - tStart - tPolyTrian;
      {$ENDIF}
  
      {$IFDEF DEBUG_NavMesh}
  