anchor.diff:      glTranslatef(-fViewport.GetCenter.X+TOOLBAR_WIDTH/CELL_SIZE_PX/fViewport.Zoom, -fViewport.GetCenter.Y, 0);
       if RENDER_3D then
       begin
  -      glLoadIdentity;
  -      ResizeGameArea(fRenderAreaSize.X,fRenderAreaSize.Y,rm3D);
  +      ResizeGameArea(fRenderAreaSize.X, fRenderAreaSize.Y, rm3D);
   
         glkScale(-CELL_SIZE_PX/14);
         glRotatef(rHeading,1,0,0);
  
positive.code:           glTexCoord2fv(@TexC[TexO[3]]); glvertex3f(k  ,i  ,-Land[i+1,k+1].Height/CELL_HEIGHT_DIV);
            glTexCoord2fv(@TexC[TexO[4]]); glvertex3f(k  ,i-1,-Land[i,k+1].Height/CELL_HEIGHT_DIV);
          end else begin
          if Lay2 then glColor4f(1,1,1,Land[i,k].Height/CELL_HEIGHT_DIV+0.5)
          else glColor4f(1,1,1,1);
            glTexCoord2fv(@TexC[TexO[1]]); glvertex2f(k-1,i-1-Land[i,k].Height/CELL_HEIGHT_DIV);
          if Lay2 then glColor4f(1,1,1,Land[i+1,k].Height/CELL_HEIGHT_DIV+0.5)
          else glColor4f(1,1,1,1);
            glTexCoord2fv(@TexC[TexO[2]]); glvertex2f(k-1,i  -Land[i+1,k].Height/CELL_HEIGHT_DIV);
          if Lay2 then glColor4f(1,1,1,Land[i+1,k+1].Height/CELL_HEIGHT_DIV+0.5)
          else glColor4f(1,1,1,1);
            glTexCoord2fv(@TexC[TexO[3]]); glvertex2f(k  ,i  -Land[i+1,k+1].Height/CELL_HEIGHT_DIV);
          if Lay2 then glColor4f(1,1,1,Land[i,k+1].Height/CELL_HEIGHT_DIV+0.5)
          else glColor4f(1,1,1,1);
            glTexCoord2fv(@TexC[TexO[4]]); glvertex2f(k  ,i-1-Land[i,k+1].Height/CELL_HEIGHT_DIV);
          end;
        end;
      glEnd;
  
negative.code: 
  procedure TRender.ResizeGameArea(Width,Height:integer; aRenderMode:TRenderMode);
  begin
    fRenderAreaSize.X := max(Width, 1);
    fRenderAreaSize.Y := max(Height, 1);
    glViewport(0, 0, fRenderAreaSize.X, fRenderAreaSize.Y);
    glMatrixMode(GL_PROJECTION); //Change Matrix Mode to Projection
    glLoadIdentity; //Reset View
    case aRenderMode of
      rm2D: gluOrtho2D(0, fRenderAreaSize.X, fRenderAreaSize.Y, 0);
      rm3D: gluPerspective(80, -fRenderAreaSize.X/fRenderAreaSize.Y, 0.1, 5000.0);
    end;
    glMatrixMode(GL_MODELVIEW); //Return to the modelview matrix
    glLoadIdentity; //Reset View
  end;
  
  
  