anchor.diff:    glPopMatrix;
   end;}
   
  -procedure TRenderPool.RenderSprite(aRX: TRXType; aId: Word; pX,pY: Single; Col: TColor4; DoHighlight: Boolean = False; HighlightColor: TColor4 = 0);
  +procedure TRenderPool.RenderSprite(aRX: TRXType; aId: Word; pX,pY: Single; Col: TColor4; DoHighlight: Boolean = False;
  +                                   HighlightColor: TColor4 = 0; aForced: Boolean = False);
   var
     X,Y: Integer;
   begin
     X := EnsureRange(Round(pX),1,gTerrain.MapX);
     Y := EnsureRange(Round(pY),1,gTerrain.MapY);
  -  if (gMySpectator.FogOfWar.CheckTileRenderRev(X,Y) <= FOG_OF_WAR_MIN) then Exit;
  +  //Do not render if sprite is under FOW
  +  if not aForced and (gMySpectator.FogOfWar.CheckTileRenderRev(X,Y) <= FOG_OF_WAR_MIN) then
  +    Exit;
   
     with gGFXData[aRX, aId] do
     begin
  
positive.code:   P := KMPointF(aRallyPoint.X - 0.5, aRallyPoint.Y - 0.5);
    if not aDoImmediateRender then
      case aPass of
        0: begin
             AddAlert(P, aTexId, aColor);
             RenderLineToPoint(P);
           end;
        1: if gMySpectator.FogOfWar.CheckRevelation(P) < FOG_OF_WAR_MAX then
           RenderSpriteOnTerrain(P, aTexId, aColor);
      end
    else begin
      RenderSpriteOnTile(aRallyPoint, aTexId, aColor);
  
negative.code:   pX := aLoc.X + fRXData[rxGui].Pivot[aId].X / CELL_SIZE_PX;
    pY := gTerrain.FlatToHeight(aLoc.X, aLoc.Y) +
          fRXData[rxGui].Pivot[aId].Y / CELL_SIZE_PX;
    RenderSprite(rxGui, aId, pX, pY, aFlagColor, False, 0, aForced);
  end;
  
  
  