anchor.diff:  
   procedure TRenderTerrain.EndVBO;
   begin
  +  if not fUseVBO then Exit;
  +
     glBindBuffer(GL_ARRAY_BUFFER, 0);
     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
   end;
  
positive.code:     pData[I] := EnsureRange(Round(I * 1.0625 - 16), 0, 255) * 65793 or $FF000000;
  
    fTextG := TRender.GenTexture(256, 1, @pData[0], tf_RGBA8);
    glGenBuffers(1, @fVtxShd);
    glGenBuffers(1, @fIndShd);
  end;
  
  
  
negative.code:     fRect: TKMRect;
      fFOW: TKMFogOfWar;
      fTextG: GLuint; //Shading gradient for lighting
      fUseVBO: Boolean; //Wherever to render terrain through VBO (faster but GL1.5) or DrawCalls (slower but GL1.1)
      fPos: array of TVertice;
      fInd: array of Integer;
      fVtxShd: GLUint;
  