anchor.diff:      procedure DoTiles(AnimStep: Integer);
       procedure DoOverlays;
       procedure DoLighting;
  +    procedure DoWater(AnimStep: Integer);
       procedure DoShadows;
     public
       procedure Render(aRect: TKMRect; AnimStep: Integer; aFOW: TKMFogOfWar);
  
positive.code:   end;
  var
    TexC: TUVRect;
    I,K,iW: Integer;
  begin
    //First we render base layer, then we do animated layers for Water/Swamps/Waterfalls
    //They all run at different speeds so we can't adjoin them in one layer
  
    //Each new layer inflicts 10% fps drop
    for iW:=1 to 1+3*byte(MAKE_ANIM_TERRAIN) do
    begin
      case iW of
        1: glBindTexture(GL_TEXTURE_2D, fResource.Tileset.TextT);
  
negative.code: 
      DoOverlays;
  
      //DoWater(AnimStep); //Old
  
      DoLighting;
  
      DoWater(AnimStep); //New
  
      DoShadows;
  
  