anchor.diff:  
     if fUseVBO then
     begin
  -    if Length(fTilesVtx) = 0 then Exit; //Nothing to render
  +    if fTilesVtxCount = 0 then Exit; //Nothing to render
       BindVBOArray(vatTile);
       //Setup vertex and UV layout and offsets
       glEnableClientState(GL_VERTEX_ARRAY);
  
positive.code:   Fog := @TKMFogOfWar(aFOW).Revelation;
    if fUseVBO then
    begin
      if Length(fTilesFowVtx) = 0 then Exit; //Nothing to render
      BindVBOArray(vatFOW);
      
      //Setup vertex and UV layout and offsets
  
negative.code:   end;
  
  var
    I,J,TilesCnt,FowCnt,AnimCnt,VtxOffset,IndOffset: Integer;
  //  P,L,TilesLayersCnt: Integer;
    SizeX, SizeY: Word;
    tX, tY: Word;
    TexTileC: TUVRect;
  