anchor.diff:  
     UpdateVBO(aFOW);
   
  +  glBindBuffer(GL_ARRAY_BUFFER, fVtxShd);
  +  glBufferData(GL_ARRAY_BUFFER, Length(fTilesVtx) * SizeOf(TTileVertice), @fTilesVtx[0].X, GL_STREAM_DRAW);
  +
  +  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, fIndShd);
  +  glBufferData(GL_ELEMENT_ARRAY_BUFFER, Length(fTilesInd) * SizeOf(fTilesInd[0]), @fTilesInd[0], GL_STREAM_DRAW);
  +
     DoTiles;
     DoOverlays;
     DoLighting;
  
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:   begin
      //Setup vertex and UV layout and offsets
      glEnableClientState(GL_VERTEX_ARRAY);
      glVertexPointer(3, GL_FLOAT, SizeOf(TTileVertice), Pointer(0));
      glClientActiveTexture(GL_TEXTURE0);
      glEnableClientState(GL_TEXTURE_COORD_ARRAY);
      glTexCoordPointer(1, GL_FLOAT, SizeOf(TTileVertice), Pointer(20));
  
      //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));
  