anchor.diff:  RenderList[RenderCount].NewInst:=aNew;        //Is this a new item (can be occluded), or a child one (always on top of it's parent)
   RenderList[RenderCount].Team:=aTeam;          //Team ID (determines color)
   RenderList[RenderCount].AlphaStep:=Step;      //Alpha step for wip buildings
  +RenderList[RenderCount].IsUnit:=aIsUnit;      //Because units use different FOW offsets
   
   RenderList[RenderCount].FOWvalue:=255;        //Visibility recomputed in ClipRender anyway
   end;
  
positive.code:   ShiftY:=(RXData[3].Pivot[ID].y+RXData[3].Size[ID,2])/CELL_SIZE_PX;
  
    ShiftY:=ShiftY-fTerrain.InterpolateLandHeight(pX,pY)/CELL_HEIGHT_DIV-0.4;
    AddSpriteToList(3,ID,pX+ShiftX,pY+ShiftY,pX,pY,NewInst,Owner);
  
    if not MakeShowUnitMove then exit;
    glColor3ubv(@TeamColors[Owner]);  //Render dot where unit is
  
negative.code:   procedure RenderTile(Index,pX,pY,Rot:integer);
    procedure RenderSprite(RX:byte; ID:word; pX,pY:single; Col:TColor4; aFOW:byte);
    procedure RenderSpriteAlphaTest(RX:byte; ID:word; Param:single; pX,pY:single; aFOW:byte);
    procedure AddSpriteToList(aRX:byte; aID:word; pX,pY,oX,oY:single; aNew:boolean; const aTeam:byte=0; const Step:single=-1; aIsUnit:boolean=false);
    procedure ClipRenderList();
    procedure SortRenderList;
    procedure RenderRenderList;
  