anchor.diff:    begin
       //Setup vertex and UV layout and offsets
       glEnableClientState(GL_VERTEX_ARRAY);
  -    glVertexPointer(3, GL_FLOAT, SizeOf(TVertice), Pointer(0));
  +    glVertexPointer(3, GL_FLOAT, SizeOf(TTileVertice), Pointer(0));
       glClientActiveTexture(GL_TEXTURE0);
       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  -    glTexCoordPointer(1, GL_FLOAT, SizeOf(TVertice), Pointer(20));
  +    glTexCoordPointer(1, GL_FLOAT, SizeOf(TTileVertice), Pointer(20));
   
       //Here and above OGL requests Pointer, but in fact it's just a number (offset within Array)
       glDrawElements(GL_TRIANGLES, Length(fTilesInd), GL_UNSIGNED_INT, Pointer(0));
  
positive.code:   begin
      //Setup vertex and UV layout and offsets
      glEnableClientState(GL_VERTEX_ARRAY);
      glVertexPointer(3, GL_FLOAT, SizeOf(TVertice), Pointer(0));
      glClientActiveTexture(GL_TEXTURE0);
      glEnableClientState(GL_TEXTURE_COORD_ARRAY);
      glTexCoordPointer(1, GL_FLOAT, SizeOf(TVertice), Pointer(16));
  
      //Here and above OGL requests Pointer, but in fact it's just a number (offset within Array)
      glDrawElements(GL_TRIANGLES, Length(fTilesInd), GL_UNSIGNED_INT, Pointer(0));
  
negative.code:     fTilesInd[H+5] := Row + K * 2 + 2;
      H := H + 6;
    end;
  end;
  
  
  