anchor.diff:  end;
   
   
  -procedure TRenderTerrain.DoRenderTile(aTerrainId: Word; pX,pY,Rot: Integer; aDoBindTexture: Boolean; aUseTileLookup: Boolean; 
  +procedure TRenderTerrain.DoRenderTile(aTerrainId: Word; pX,pY,Rot: Integer; aDoBindTexture: Boolean; aUseTileLookup: Boolean;
                                         DoHighlight: Boolean = False; HighlightColor: Cardinal = 0);
   var
     K, I: Integer;
  
positive.code:     procedure RenderFence(aFence: TKMFenceType; Pos: TKMDirection; pX,pY: Integer);
      procedure RenderMarkup(pX, pY: Word; aFieldType: TKMFieldType);
      procedure DoRenderTile(aTerrainId: Word; pX,pY,Rot: Integer; aDoBindTexture: Boolean; aUseTileLookup: Boolean; DoHighlight: Boolean = False; HighlightColor: Cardinal = 0);
    public
      constructor Create;
      destructor Destroy; override;
  
negative.code:   //VBO has proper vertice coords only for Light/Shadow
    //it cant handle 3D yet and because of FOW leaves terrain revealed, which is an exploit in MP
    //Thus we allow VBO only in 2D
    fUseVBO := DoUseVBO;
  
    UpdateVBO(aAnimStep, aFOW);
  
  