anchor.diff:    glColor4ubv(@aCol);
   
     glBegin(GL_TRIANGLES);
  -    glVertex2f(x1, gTerrain.FlatToHeight(x1, y1));
  -    glVertex2f(x2, gTerrain.FlatToHeight(x2, y2));
  -    glVertex2f(x3, gTerrain.FlatToHeight(x3, y3));
  +    glVertex2f(x1, gTerrain.RenderFlatToHeight(x1, y1));
  +    glVertex2f(x2, gTerrain.RenderFlatToHeight(x2, y2));
  +    glVertex2f(x3, gTerrain.RenderFlatToHeight(x3, y3));
     glEnd;
   end;
   
  
positive.code: begin
    TRender.BindTexture(0); // We have to reset texture to default (0), because it could be bind to any other texture (atlas)
    glColor4ubv(@aCol);
    RenderDot(X, gTerrain.FlatToHeight(X, Y), aSize);
  end;
  
  
  
negative.code:   faceY := Mix(NodeList[I].Y - 0.5, NodeList[K].Y - 0.5, 0.4) + 0.2; //0.2 to render vector a bit lower so it won't gets overdrawned by another route
    RenderDotOnTile(NodeList[I].X + 0.5, NodeList[I].Y + 0.5 + 0.2);
    glBegin(GL_LINES);
      glVertex2f(NodeList[I].X-0.5, gTerrain.RenderFlatToHeight(NodeList[I].X+0.5,NodeList[I].Y+0.5) + 0.2);
      glVertex2f(faceX, gTerrain.RenderFlatToHeight(faceX+1, faceY+1));
    glEnd;
  end;
  
  