anchor.diff:  
     if fUseVBO then
     begin
  +    BindVBOArray(vat_Tile);
       //Setup vertex and UV layout and offsets
       glEnableClientState(GL_VERTEX_ARRAY);
       glVertexPointer(3, GL_FLOAT, SizeOf(TTileVertice), Pointer(0));
  
positive.code:     fTextB: GLuint; //Contrast BW for FOW over color-coder
      fUseVBO: Boolean; //Wherever to render terrain through VBO (faster but needs GL1.5) or DrawCalls (slower but needs only GL1.1)
      fTilesVtx: array of TTileVertice; //Vertice cache for tiles
      fTilesInd: array of Integer;
      fVtxShd: GLUint;
      fIndShd: GLUint;
      fTileUVLookup: array [0..255, 0..3] of TUVRect;
      function GetTileUV(Index: Word; Rot: Byte): TUVRect;
      procedure UpdateVBO(aFOW: TKMFogOfWarCommon);
      procedure DoTiles;
      procedure DoOverlays;
      procedure DoLighting;
  
negative.code: 
  
  procedure TRenderTerrain.DoWater(aAnimStep: Integer; aFOW: TKMFogOfWarCommon);
  var
    AL: TAnimLayer;
    I,K: Integer;
  