anchor.diff:          let viewScale = Matrix3x3.ExtractScaleMatrix &view
           let perimeter = transform.Perimeter
           let center = perimeter.Center.V2
  -        let centerView = Matrix3x3.Multiply (&center, &view) / Constants.Render.VirtualResolutionF * single Constants.Render.VirtualScalar
  +        let centerView = Matrix3x3.Multiply (&center, &view)
           let centerOffset = centerView + v2 eyeMargin.X -eyeMargin.Y
           let position = perimeter.Position.V2
  -        let positionView = Matrix3x3.Multiply (&position, &view) / Constants.Render.VirtualResolutionF * single Constants.Render.VirtualScalar
  +        let positionView = Matrix3x3.Multiply (&position, &view)
           let positionOffset = positionView + v2 eyeMargin.X -eyeMargin.Y
           let rotation = transform.Angles.X
           let size = perimeter.Size.V2
  -        let sizeView = Matrix3x3.Multiply (&size, &viewScale) / Constants.Render.VirtualResolutionF * single Constants.Render.VirtualScalar
  +        let sizeView = Matrix3x3.Multiply (&size, &viewScale)
           let image = AssetTag.generalize image
           let blend = Blend.toSdlBlendMode blend
           match GlRenderer2d.tryFindRenderAsset image renderer with
  
positive.code:         let spriteBatchEnvOpt =
              if color.A <> 0.0f then
                  Gl.Hl.AugmentSpriteBatch
                      centerOffset positionOffset sizeView rotation color coords
                      texture flip Gl.BlendingFactorSrc.SrcAlpha Gl.BlendingFactorDest.OneMinusSrcAlpha
                      renderer.RenderSpriteTexUniform renderer.RenderSpriteProgram spriteBatchEnvOpt
              else spriteBatchEnvOpt
  
negative.code: 
      static member private renderSpriteInline // TODO: 3D: inline this after testing.
          centerOffset positionOffset sizeView rotation (inset : Box2) textureMetadata texture (color : Color) (glow : Color) flip renderer spriteBatchEnvOpt =
          
          // invert transform
          let centerInverse : Vector2 = centerOffset / Constants.Render.VirtualResolutionF * single Constants.Render.VirtualScalar
          let positionInverse : Vector2 = positionOffset / Constants.Render.VirtualResolutionF * single Constants.Render.VirtualScalar
          let sizeInverse : Vector2 = sizeView / Constants.Render.VirtualResolutionF * single Constants.Render.VirtualScalar
  
          // compute coords
          let coords =
  