anchor.diff:  
             if TileHasToBeRendered(I*J = 0,tX,tY,aFow) then // Do not render tiles fully covered by FOW
             begin
  -            texTileC := fTileUVLookup[Land[tY, tX].BaseLayer.Terrain, Land^[tY, tX].BaseLayer.Rotation mod 4];
  +            texTileC := fTileUVLookup[Land^[tY, tX].BaseLayer.Terrain, Land^[tY, tX].BaseLayer.Rotation mod 4];
   
               vtxOffset := tilesCnt * 4;
               indOffset := tilesCnt * 6;
  
positive.code:   sizeX := Max(fClipRect.Right - fClipRect.Left, 0);
    SizeY := Max(fClipRect.Bottom - fClipRect.Top, 0);
  
    texOffsetWater := 0;
    texOffsetFalls := 0;
    texOffsetSwamp := 0;
  
    for AL := Low(TAnimLayer) to High(TAnimLayer) do
      case AL of
        alWater: texOffsetWater := 5000 + 300 * (aAnimStep mod 8 + 1);       // 5300..7400
        alFalls: texOffsetFalls := 5000 + 300 * (aAnimStep mod 5 + 1 + 8);   // 7700..8900
        alSwamp: texOffsetSwamp := 5000 + 300 * ((aAnimStep mod 24) div 8 + 1 + 8 + 5); // 9200..9800
      end;
  
    tilesCnt := 0;
    fowCnt := 0;
  
negative.code:   DoTilesLayers(aFOW);
    DoOverlays(aFOW);
    DoLighting(aFOW);
  //  DoWater(aAnimStep, aFOW);
    DoShadows(aFOW);
  
    {$IFDEF PERFLOG}
  