anchor.diff:            glVertex3f(K, I - Land[I + 1, K + 1].Height / CELL_HEIGHT_DIV, -I);
             glTexCoord1f(max(-Land[I, K + 1].Light, 1 - fFOW.CheckVerticeRevelation(K, I - 1, true) / 255));
             glVertex3f(K, I - 1 - Land[I, K + 1].Height / CELL_HEIGHT_DIV, -I);
  -        end;
  -    glEnd;
  +        glEnd;
  +      end;
     end;
   
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  
positive.code:           glVertex3f(K, I, -Land[I + 1, K + 1].Height / CELL_HEIGHT_DIV);
            glTexCoord1f(kromutils.max(0, -Land[I, K + 1].Light, 1 - fFOW.CheckVerticeRevelation(K, I - 1, true) / 255));
            glVertex3f(K, I - 1, -Land[I, K + 1].Height / CELL_HEIGHT_DIV);
          end
        else
          for I := fRect.Top to fRect.Bottom do
          for K := fRect.Left to fRect.Right do
          begin
            glTexCoord1f(max(-Land[I, K].Light, 1 - fFOW.CheckVerticeRevelation(K - 1, I - 1, true) / 255));
            glVertex3f(K - 1, I - 1 - Land[I, K].Height / CELL_HEIGHT_DIV, -I);
            glTexCoord1f(max(-Land[I + 1, K].Light, 1 - fFOW.CheckVerticeRevelation(K - 1, I, true) / 255));
  
negative.code:   end
    else
    begin
      with fTerrain do
      if RENDER_3D then
        for I := fRect.Top to fRect.Bottom do
        for K := fRect.Left to fRect.Right do
        begin
          glBegin(GL_TRIANGLE_FAN);
            glTexCoord1f(kromutils.max(0, -Land[I, K].Light, 1 - fFOW.CheckVerticeRevelation(K - 1, I - 1, true) / 255));
            glVertex3f(K - 1, I - 1, -Land[I, K].Height / CELL_HEIGHT_DIV);
            glTexCoord1f(kromutils.max(0, -Land[I + 1, K].Light, 1 - fFOW.CheckVerticeRevelation(K - 1, I, true) / 255));
  