anchor.diff:      glTexCoordPointer(1, GL_FLOAT, SizeOf(TVertice), Pointer(12));
   
       //Here and above OGL requests Pointer, but in fact it's just a number (offset within Array)
  -    glDrawElements(GL_TRIANGLES, Length(fInd), GL_UNSIGNED_INT, Pointer(0));
  +    glDrawElements(GL_TRIANGLES, Length(fTilesInd), GL_UNSIGNED_INT, Pointer(0));
   
       glDisableClientState(GL_VERTEX_ARRAY);
       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  
positive.code:   glColor4f(1, 1, 1, 1);
  
    glBindTexture(GL_TEXTURE_2D, GFXData[rxTiles, Index + 1].Tex.ID);
    TexC := GetTileUV(Index, Rot);
  
    glBegin(GL_TRIANGLE_FAN);
      with gTerrain do
  
negative.code:   inherited;
    if SKIP_RENDER then Exit;
  
    //Tiles UV lookup for faster access. Only base tileset for smaller size
    for I := 0 to 255 do
      for K := 0 to 3 do
        fTileUVLookup[I, K] := GetTileUV(I, K);
  