anchor.diff:               - fTerrain.HeightAt(gX, gY) / CELL_HEIGHT_DIV;
   
       if not DoImmediateRender then
  -      fRenderList.AddSprite(rxTrees, ID, CornerX, CornerY, gX, gY)
  +      fRenderList.AddSpriteG(rxTrees, ID, CornerX, CornerY, gX, gY)
       else
         RenderSprite(rxTrees, ID, CornerX, CornerY, $FFFFFFFF, 255, Deleting);
     end;
  
positive.code:   Ground := pY + (R.Pivot[ID0].Y + R.Size[ID0].Y) / CELL_SIZE_PX;
  
    if NewInst then
      fRenderList.AddSprite(rxUnits, ID, CornerX, CornerY, pX, Ground, FlagColor)
    else
      fRenderList.AddSprite(rxUnits, ID, CornerX, CornerY, FlagColor);
  
  
negative.code:   CornerX := Loc.X + R.Pivot[ID].X / CELL_SIZE_PX;
    CornerY := Loc.Y + (R.Pivot[ID].Y + R.Size[ID].Y) / CELL_SIZE_PX
                     - fTerrain.Land[Loc.Y + 1, Loc.X].Height / CELL_HEIGHT_DIV;
    fRenderList.AddSpriteG(rxHouses, ID, CornerX, CornerY, gX, gY, $0, Step);
  end;
  
  
  