anchor.diff:            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);
  +                  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);
  +                  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);
  +                  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);
  +                  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;
  
positive.code: 
  procedure TRender.RenderLine(x1,y1,x2,y2:single);
  begin
    glBegin (GL_LINES);
      glVertex2f(x1-1, y1-1 - fTerrain.InterpolateLandHeight(x1,y1)/CELL_HEIGHT_DIV);
      glVertex2f(x2-1, y2-1 - fTerrain.InterpolateLandHeight(x2,y2)/CELL_HEIGHT_DIV);
    glEnd;
  
negative.code:   glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); //Set alpha mode
    //glEnable(GL_BLEND);
  
    if SHOW_SPRITES_RECT then begin
      glColor3f(1,1,1);
      glBegin(GL_LINE_LOOP);
        with GFXData[RX,ID] do
        glkRect(pX-1,pY-1,pX-1+pxWidth/CELL_SIZE_PX,pY-1-pxHeight/CELL_SIZE_PX);
      glEnd;
    end;
  end;
  
  
  