anchor.diff:  
       //Check if next comes our child, Stone layer
       if not Sp2.NewInst and (Sp2.AlphaStep > 0) then
  -      fRenderPool.RenderSpriteAlphaTest(Sp1.RX, Sp1.Id, Sp1.AlphaStep, Sp1.Loc.X, Sp1.Loc.Y, Sp1.FOWvalue,
  +      fRenderPool.RenderSpriteAlphaTest(Sp1.RX, Sp1.Id, Sp1.AlphaStep, Sp1.Loc.X, Sp1.Loc.Y,
                                                   Sp2.Id, Sp2.AlphaStep, Sp2.Loc.X, Sp2.Loc.Y)
       else
  -      fRenderPool.RenderSpriteAlphaTest(Sp1.RX, Sp1.Id, Sp1.AlphaStep, Sp1.Loc.X, Sp1.Loc.Y, Sp1.FOWvalue);
  +      fRenderPool.RenderSpriteAlphaTest(Sp1.RX, Sp1.Id, Sp1.AlphaStep, Sp1.Loc.X, Sp1.Loc.Y);
     end;
   
     if SHOW_GROUND_LINES and Sp1.NewInst then
  
positive.code:   pX := aLoc.X + fRXData[rxGui].Pivot[aId].X / CELL_SIZE_PX;
    pY := gTerrain.FlatToHeight(aLoc.X, aLoc.Y) +
          fRXData[rxGui].Pivot[aId].Y / CELL_SIZE_PX;
    RenderSprite(rxGui, aId, 0, False, pX, pY, aFlagColor, 255);
  end;
  
  
  
negative.code:     if not DoImmediateRender then
        fRenderList.AddSpriteG(rxTrees, Id, 0, CornerX, CornerY, gX, gY)
      else
        RenderSprite(rxTrees, Id, 0, False, CornerX, CornerY, $FFFFFFFF, Deleting);
    end;
  
  var
    FOW: Byte;
  begin
    if DYNAMIC_FOG_OF_WAR then
    begin
      FOW := MySpectator.FogOfWar.CheckTileRevelation(pX, pY);
      if FOW <= 128 then AnimStep := 0; //Stop animation
    end;
  
    R := fRXData[rxTrees];
    if IsDouble then
  