anchor.diff:                          OpenGL.Gl.DeleteTextures textTexture
                           OpenGL.Hl.Assert ()
   
  -                    SDL.SDL_FreeSurface textSurface
  +                    SDL.SDL_FreeSurface textSurfacePtr
   
                   | _ -> Log.debug "Cannot render text with a non-font asset."
               | _ -> Log.info ("TextDescriptor failed due to unloadable assets for '" + scstring font + "'.")
  
positive.code:                         // justify
                          match justification with
                          | Unjustified wrapped ->
                              let textSurface =
                                  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)
                          | Justified (h, v) ->
                              let textSurface = SDL_ttf.TTF_RenderText_Blended (font, text, colorSdl)
                              let offsetX =
                                  match h with
                                  | JustifyLeft -> 0.0f
  
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 ()
  