anchor.diff:    SAT: TSpriteAtlasType;
   begin
     for SAT := Low(TSpriteAtlasType) to High(TSpriteAtlasType) do
  -    SetLength(gGFXPrepData[SAT], 0);
  +    SetLength(fGFXPrepData[SAT], 0);
   end;
   
   {$IFDEF LOAD_GAME_RES_ASYNC}
  
positive.code:     fRT: TRXType;
      fRXData: TRXData;
  
      gGFXPrepData: array[TSpriteAtlasType] of  // for each atlas type
                      array of                  // Atlases
                        record                  // Atlas data, needed for Texture Atlas Generation
                          SpriteInfo: TBinItem;
  
negative.code:   texFilter: TFilterType;
  begin
    for SAT := Low(TSpriteAtlasType) to High(TSpriteAtlasType) do
      for I := Low(fGFXPrepData[SAT]) to High(fGFXPrepData[SAT]) do
      begin
        with fGFXPrepData[SAT,I] do
        begin
          texFilter := ftNearest;
          if LINEAR_FILTER_SPRITES and (fRT in [rxTrees, rxHouses, rxUnits]) then
  