anchor.diff:      glTranslatef(-fViewport.GetCenter.X+TOOLBAR_WIDTH/CELL_SIZE_PX/fViewport.Zoom, -fViewport.GetCenter.Y, 0);
       if RENDER_3D then
       begin
  -      glLoadIdentity;
  -      ResizeGameArea(fRenderAreaSize.X,fRenderAreaSize.Y,rm3D);
  +      ResizeGameArea(fRenderAreaSize.X, fRenderAreaSize.Y, rm3D);
   
         glkScale(-CELL_SIZE_PX/14);
         glRotatef(rHeading,1,0,0);
  
positive.code: 
  procedure TRender.ResizeGameArea(Width,Height:integer; aRenderMode:TRenderMode);
  begin
    if Height=0 then Height:=1;
    if Width=0  then Width :=1;
    glViewport(0, 0, Width, Height);
    glMatrixMode(GL_PROJECTION);        // Change Matrix Mode to Projection
    glLoadIdentity;                   // Reset View
    if aRenderMode=rm2D then
      gluOrtho2D(0,Width,Height,0)
    else
      gluPerspective(80, -Width/Height, 0.1, 5000.0);
    glMatrixMode(GL_MODELVIEW);         // Return to the modelview matrix
    glLoadIdentity;                   // Reset View
    fRenderAreaSize.X := Width;
    fRenderAreaSize.Y := Height;
  end;
  
  
  
negative.code:   SwapBuffers(h_DC);
    {$ENDIF}
    {$IFDEF Unix}
    glutSwapBuffers;
    {$ENDIF}
  end;
  
  