anchor.diff:  procedure TRender.ClipRenderList;
   var i:integer; P:TKMPoint;
   begin
  -  setlength(RO,RenderCount+1);
  +  SetLength(RO, RenderCount+1);
   
     for i:=1 to RenderCount do
     if RenderList[i].NewInst then begin
  
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:   if Rot and 2 = 2 then begin a:=TexO[1]; TexO[1]:=TexO[3]; TexO[3]:=a; a:=TexO[2]; TexO[2]:=TexO[4]; TexO[4]:=a; end; // 180 3-4-1-2
  
    k:=pX; i:=pY;
    glBegin(GL_QUADS);
    with fTerrain do
      if RENDER_3D then begin
        glTexCoord2fv(@TexC[TexO[1]]); glvertex3f(k-1,i-1,-Land[i,k].Height/CELL_HEIGHT_DIV);
  