anchor.diff:                              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); 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);
  
positive.code: 
    RenderDot(X1, Y1);
    RenderDot(X2, Y2);
  end;
  
  
  
negative.code: end;
  
  
  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);
  