anchor.diff:    sizeX := Max(fClipRect.Right - fClipRect.Left, 0);
     SizeY := Max(fClipRect.Bottom - fClipRect.Top, 0);
   
  -  texOffsetWater := 0;
  -  texOffsetFalls := 0;
  -  texOffsetSwamp := 0;
  -
  -  for AL := Low(TAnimLayer) to High(TAnimLayer) do
  -    case AL of
  -      alWater: texOffsetWater := 5000 + 300 * (aAnimStep mod 8 + 1);       // 5300..7400
  -      alFalls: texOffsetFalls := 5000 + 300 * (aAnimStep mod 5 + 1 + 8);   // 7700..8900
  -      alSwamp: texOffsetSwamp := 5000 + 300 * ((aAnimStep mod 24) div 8 + 1 + 8 + 5); // 9200..9800
  -    end;
  +  texOffsetWater := 5000 + 300 * (aAnimStep mod 8 + 1);       // 5300..7400
  +  texOffsetFalls := 5000 + 300 * (aAnimStep mod 5 + 1 + 8);   // 7700..8900
  +  texOffsetSwamp := 5000 + 300 * ((aAnimStep mod 24) div 8 + 1 + 8 + 5); // 9200..9800
   
     tilesCnt := 0;
     fowCnt := 0;
  
positive.code:   DoTilesLayers(aFOW);
    DoOverlays(aFOW);
    DoLighting(aFOW);
    DoShadows(aFOW);
  
    {$IFDEF PERFLOG}
  
negative.code: 
            if TileHasToBeRendered(I*J = 0,tX,tY,aFow) then // Do not render tiles fully covered by FOW
            begin
              texTileC := fTileUVLookup[Land^[tY, tX].BaseLayer.Terrain, Land^[tY, tX].BaseLayer.Rotation mod 4];
  
              vtxOffset := tilesCnt * 4;
              indOffset := tilesCnt * 6;
  