anchor.diff:  begin
     TRender.BindTexture(0); // We have to reset texture to default (0), because it could be bind to any other texture (atlas)
     glColor4ubv(@aCol);
  -  RenderDot(X, gTerrain.FlatToHeight(X, Y), aSize);
  +  RenderDot(X, gTerrain.RenderFlatToHeight(X, Y), aSize);
   end;
   
   
  
positive.code:   end;
  
    for I := 0 to High(aPoints) do
      glVertex2f(aPoints[I].X, gTerrain.FlatToHeight(aPoints[I].X, aPoints[I].Y));
  
    glEnd;
  
  
negative.code:     begin
        C := Cos(I / SEC_COUNT * Pi) * Rad;
        S := Sin(I / SEC_COUNT * Pi) * Rad;
        glVertex2f(X + C, gTerrain.RenderFlatToHeight(X + C, Y + S));
      end;
    glEnd;
    glColor4ubv(@Line);
  