anchor.diff:                             TILE_TERRAIN_LAYERS_COLORS[L+1]);
           end;
       end;
  +  for I := aRect.Top to aRect.Bottom + 1 do
  +    DrawTerKind(aRect.Right + 1,I);
  +  for J := aRect.Left to aRect.Right do
  +    DrawTerKind(J,aRect.Bottom + 1 );
   end;
   
   
  
positive.code: 
  
  procedure TRenderAux.TileTerrainKinds(const aRect: TKMRect);
  var
    I, J, K, L: Integer;
    TerKind: TKMTerrainKind;
  
negative.code:   for I := aRect.Top to aRect.Bottom do
      for J := aRect.Left to aRect.Right do
      begin
        DrawTerKind(J,I);
        for K := 0 to 3 do
          with gTerrain.Land[I,J] do
          begin
  