anchor.diff:                          // justify
                           match justification with
                           | Unjustified wrapped ->
  -                            let textSurface =
  +                            let textSurfacePtr =
                                   if wrapped
                                   then SDL_ttf.TTF_RenderText_Blended_Wrapped (font, text, colorSdl, uint32 size.X)
                                   else SDL_ttf.TTF_RenderText_Blended (font, text, colorSdl)
  -                            (v2 0.0f (*size.Y - height*)0.0f, textSurface)
  +                            let textSurface = Marshal.PtrToStructure<SDL.SDL_Surface> textSurfacePtr
  +                            let textSurfaceHeight = single (textSurface.h * Constants.Render.VirtualScalar)
  +                            let offsetY = size.Y - textSurfaceHeight
  +                            (v2 0.0f offsetY, textSurface, textSurfacePtr)
                           | Justified (h, v) ->
  -                            let textSurface = SDL_ttf.TTF_RenderText_Blended (font, text, colorSdl)
  +                            let textSurfacePtr = SDL_ttf.TTF_RenderText_Blended (font, text, colorSdl)
  +                            let textSurface = Marshal.PtrToStructure<SDL.SDL_Surface> textSurfacePtr
                               let offsetX =
                                   match h with
                                   | JustifyLeft -> 0.0f
  
positive.code:                         OpenGL.Gl.DeleteTextures textTexture
                          OpenGL.Hl.Assert ()
  
                      SDL.SDL_FreeSurface textSurface
  
                  | _ -> Log.debug "Cannot render text with a non-font asset."
              | _ -> Log.info ("TextDescriptor failed due to unloadable assets for '" + scstring font + "'.")
  
negative.code:                     // 
                      // NOTE: the resource implications (throughput and fragmentation?) of creating and destroying a
                      // surface and texture one or more times a frame must be understood!
                      let (offset, textSurface, textSurfacePtr) =
  
                          // create sdl color
                          let mutable colorSdl = SDL.SDL_Color ()
  