anchor.diff:    //terrain is represented as a mesh interconnected polygons
     TKMNavMesh = class
     private
  -    //Access influences to read terrain ownership values
  -    fInfluences: TKMInfluences;
  -
       //Keep a copy of these temp arrays for debug rendering
       fRawOutlines: TKMShapesArray;
       fSimpleOutlines: TKMShapesArray;
  
positive.code:         T2 := KMPerpendecular(Outline2[K].A, Outline2[K].B);
          gRenderAux.LineOnTerrain(T1.X, T1.Y, T2.X, T2.Y, $A000FF00);
        end;
      end;
  end;
  
  
  end.
  
negative.code: end;
  
  
  
  
  {
  function TKMNavMesh.GetBestOwner(aIndex: Integer): TKMHandIndex;
  var
    I: Integer;
  