anchor.diff:    glBindTexture(GL_TEXTURE_2D, 0);
   
     fRender := aRender;
  +end;
  +
  +
  +destructor TKMMapView.Destroy;
  +begin
  +  if fOwnTerrain then
  +    fMyTerrain.Free;
  +  inherited;
   end;
   
   
  
positive.code:     procedure UpdateMinimap(aMapEditor: Boolean);
    public
      constructor Create(aRender: TRender; aTerrain: TTerrain = nil);
  
      property Terrain: TTerrain read fMyTerrain;
  
  
negative.code:   TKMMapView = class
    private
      fRender: TRender; //Should be used to Gen and Update texture
      fOwnTerrain: Boolean;
      fMyTerrain: TTerrain;
      fMapY: Word;
      fMapX: Word;
  