anchor.diff:      [<RequireQualifiedAccess>]
       module Hl =
       
  -        type [<NoEquality; NoComparison; Struct; StructLayout (LayoutKind.Sequential)>] SpriteBatchVertex =
  -            private
  -                { mutable SbvPosition : Vector4
  -                  mutable SbvColor : Color
  -                  mutable SbvTexCoord : Vector2 }
  +        type [<NoEquality; NoComparison; Struct; StructLayout (LayoutKind.Sequential)>] private SpriteBatchVertex =
  +            { mutable SbvPosition : Vector4
  +              mutable SbvColor : Color
  +              mutable SbvTexCoord : Vector2 }
   
           type [<StructuralEquality; NoComparison>] SpriteBatchState =
               private
  
positive.code:             | Some env ->
                  if env.SpriteIndex > 0 then
                      EndSpriteBatch ()
                      RenderSpriteBatch env.SpriteIndex env.BatchState.Texture env.CpuBuffer env.GpuBuffer
                  else ()
              | None -> ()
negative.code:             Gl.DeleteTextures (1, [|texture|])
  
          let private CreateSpriteBatchBuffer (maxSprites) =
              let vaos = [|0u|]
              Gl.GenVertexArrays (1, vaos)
              let vao = vaos.[0]
              let buffers = [|0u|]
              Gl.GenBuffers (1, buffers)
              let buffer = buffers.[0]
              Gl.BindVertexArray vao
              Gl.BindBuffer(Gl.BufferTarget.ArrayBuffer, buffer)
              Gl.BufferData(Gl.BufferTarget.ArrayBuffer, nativeint (sizeof<SpriteBatchVertex> * 4 * maxSprites), nativeint 0, Gl.BufferUsageHint.DynamicDraw)
              Gl.EnableVertexAttribArray 0
              Gl.EnableVertexAttribArray 1
              Gl.EnableVertexAttribArray 2
              Gl.VertexAttribPointer (0, 4, Gl.VertexAttribPointerType.Float, false, sizeof<SpriteBatchVertex>, Marshal.OffsetOf (typeof<SpriteBatchVertex>, Property? SbvPosition))
              Gl.VertexAttribPointer (1, 4, Gl.VertexAttribPointerType.Float, false, sizeof<SpriteBatchVertex>, Marshal.OffsetOf (typeof<SpriteBatchVertex>, Property? SbvColor))
              Gl.VertexAttribPointer (2, 2, Gl.VertexAttribPointerType.Float, false, sizeof<SpriteBatchVertex>, Marshal.OffsetOf (typeof<SpriteBatchVertex>, Property? SbvTexCoord))
              Gl.BindBuffer (Gl.BufferTarget.ArrayBuffer, buffer)
              Gl.BindVertexArray 0u
              (buffer, vao)
  
          let private BeginSpriteBatch (buffer : uint) =
              Gl.BindBuffer (Gl.BufferTarget.ArrayBuffer, buffer)
  