anchor.diff:  end;
   
   
  -procedure TRenderAux.Line(X1,Y1,X2,Y2: Single; aCol: TColor4; aPattern: Word = $FFFF);
  +procedure TRenderAux.Line(X1,Y1,X2,Y2: Single; aCol: TColor4; aPattern: Word = $FFFF; aThickness: Integer = -1);
  +var
  +  lineWidth: Integer;
   begin
     TRender.BindTexture(0); // We have to reset texture to default (0), because it could be bind to any other texture (atlas)
     glColor4ubv(@aCol);
  +
  +  if aThickness <> -1 then
  +  begin
  +    glGetIntegerv(GL_LINE_WIDTH, @lineWidth);
  +    glLineWidth(aThickness);
  +  end;
   
     glEnable(GL_LINE_STIPPLE);
     glLineStipple(2, aPattern);
  
positive.code: 
    RenderDot(X1, Y1);
    RenderDot(X2, Y2);
  end;
  
  
  
negative.code:                             aLineMode: TKMLineMode = lmStrip; aPattern: Word = $FFFF); overload;
      procedure Line(const A, B: TKMPoint; aCol: TColor4; aPattern: Word = $FFFF); overload;
      procedure Line(const A, B: TKMPointF; aCol: TColor4; aPattern: Word = $FFFF); overload;
      procedure Line(x1, y1, x2, y2: Single; aCol: TColor4; aPattern: Word = $FFFF; aThickness: Integer = -1); overload;
      procedure Line(const aPoints: TKMPointFArray; aColor: TKMColor4f; aThickness: Integer = -1; aLineMode: TKMLineMode = lmStrip; aPattern: Word = $FFFF); overload;
      procedure Triangle(x1, y1, x2, y2, X3, Y3: Single; aCol: TColor4);
      procedure TriangleOnTerrain(x1, y1, x2, y2, X3, Y3: Single; aCol: TColor4);
  