anchor.diff:          // build sprite views
           let effectSystem =
               if slice.Enabled then
  -                let mutable transform =
  -                    { Position = slice.Position
  -                      Size = slice.Size
  -                      Rotation = slice.Rotation
  -                      Elevation = slice.Elevation
  -                      Flags = 0u }
  +                let mutable transform = Transform.makeDefault ()
  +                transform.Position <- slice.Position
  +                transform.Scale <- slice.Scale
  +                transform.Offset <- slice.Offset
  +                transform.Size <- slice.Size
  +                transform.Angles <- slice.Angles
  +                transform.Elevation <- slice.Elevation
                   let spriteView =
                       Render (transform.Elevation, transform.Position.Y, AssetTag.generalize image,
                           SpriteDescriptor 
                               { Transform = transform
                                 Absolute = effectSystem.Absolute
  -                              Offset = slice.Offset
                                 InsetOpt = slice.InsetOpt
                                 Image = AssetTag.specialize<Image> image
                                 Color = slice.Color
  
positive.code:                 let tweened = tween (fun (x, y) -> x * y) keyFrame.TweenValue keyFrame2.TweenValue progress algorithm
                  let applied = applyTween (fun (x, y) -> x * y) (fun (x, y) -> x / y) slice.Elevation tweened applicator
                  { slice with Elevation = applied }
              else slice
          | Offsets (applicator, algorithm, playback, keyFrames) ->
              if Array.notEmpty keyFrames then
                  let (keyFrameTime, keyFrame, keyFrame2) = selectKeyFrames effectSystem.EffectTime playback keyFrames
                  let progress = evalProgress keyFrameTime keyFrame.TweenLength effectSystem
                  let tweened = tween Vector3.op_Multiply keyFrame.TweenValue keyFrame2.TweenValue progress algorithm
                  let applied = applyTween Vector3.Multiply Vector3.Divide slice.Size tweened applicator
                  { slice with Offset = applied }
              else slice
          | Insets (_, _, playback, keyFrames) ->
              if Array.notEmpty keyFrames then
  
negative.code:             | _ -> Log.info ("Expected Content for definition '" + definitionName + "'."); effectSystem
          | None -> Log.info ("Could not find definition with name '" + definitionName + "'."); effectSystem
  
      and private evalStaticSprite resource aspects content (slice : Slice) history effectSystem =
  
          // pull image from resource
          let image = evalResource resource effectSystem
  