anchor.diff:      CornerY := pY + (R.Pivot[ID].Y + R.Size[ID].Y) / CELL_SIZE_PX
                     - fTerrain.HeightAt(gX, gY) / CELL_HEIGHT_DIV;
       if not DoImmediateRender then
  -      fRenderList.AddSprite(rxTrees, ID, CornerX, CornerY, gX, gY);
  +      fRenderList.AddSpriteG(rxTrees, ID, CornerX, CornerY, gX, gY);
   
       //fRenderAux.DotOnTerrain(pX, pY, $FFFF0000);
       //fRenderAux.Dot(pX + R.Pivot[ID].X / CELL_SIZE_PX,
  
positive.code:     constructor Create;
      destructor Destroy; override;
  
      procedure AddSprite(aRX: TRXType; aID: Word; pX,pY,gX,gY: Single; aTeam: Cardinal = $0; aAlphaStep: Single = -1); overload;
      procedure AddSprite(aRX: TRXType; aID: Word; pX,pY: Single; aTeam: Cardinal = $0; aAlphaStep: Single = -1); overload;
  
      property Stat_Sprites: Integer read fStat_Sprites;
      property Stat_Sprites2: Integer read fStat_Sprites2;
  
negative.code: 
    if aDir in [dir_SE, dir_S, dir_SW, dir_W] then
    begin
      fRenderList.AddSpriteG(rxUnits, IDFlag, FlagX, FlagY, pX, Ground, FlagColor);
      fRenderList.AddSprite(rxUnits, IDUnit, CornerX, CornerY, TeamColor);
    end
    else
    begin
      fRenderList.AddSpriteG(rxUnits, IDUnit, CornerX, CornerY, pX, Ground, TeamColor);
      fRenderList.AddSprite(rxUnits, IDFlag, FlagX, FlagY, FlagColor);
    end;
  
  