anchor.diff:                          sourceRect.w <- int <| inset.Z - inset.X
                           sourceRect.h <- int <| inset.W - inset.Y
                       let mutable destRect = SDL.SDL_Rect ()
  -                    destRect.x <- int <| position.X + camera.EyeSize.X * 0.5f
  -                    destRect.y <- int <| -position.Y + camera.EyeSize.Y * 0.5f - size.Y // negation for right-handedness
  -                    destRect.w <- int size.X
  -                    destRect.h <- int size.Y
  +                    destRect.x <- int <| positionView.X + camera.EyeSize.X * 0.5f
  +                    destRect.y <- int <| -positionView.Y + camera.EyeSize.Y * 0.5f - sizeView.Y // negation for right-handedness
  +                    destRect.w <- int sizeView.X
  +                    destRect.h <- int sizeView.Y
                       let rotation = double -spriteDescriptor.Rotation * RadiansToDegrees // negation for right-handedness
                       let mutable rotationCenter = SDL.SDL_Point ()
  -                    rotationCenter.x <- int <| size.X * 0.5f
  -                    rotationCenter.y <- int <| size.Y * 0.5f
  +                    rotationCenter.x <- int <| sizeView.X * 0.5f
  +                    rotationCenter.y <- int <| sizeView.Y * 0.5f
                       ignore <| SDL.SDL_SetTextureColorMod (texture, byte <| 255.0f * color.X, byte <| 255.0f * color.Y, byte <| 255.0f * color.Z)
                       ignore <| SDL.SDL_SetTextureAlphaMod (texture, byte <| 255.0f * color.W)
                       let renderResult =
  
positive.code:                     renderer
          | TextDescriptor textDescriptor ->
              let view = match textDescriptor.ViewType with Absolute -> viewAbsolute | Relative -> viewRelative
              let position = textDescriptor.Position * view
              let size = textDescriptor.Size * Matrix3.getScaleMatrix view
              let text = textDescriptor.Text
              let font = textDescriptor.Font
              let color = textDescriptor.Color
  
negative.code:                     // TODO: the resource implications (perf and vram fragmentation?) of creating and destroying a
                      // texture one or more times a frame must be understood! Although, maybe it all happens in software
                      // and vram frag would not be a concern in the first place... perf could still be, however.
                      let textSizeX = int sizeView.X
                      let textSurface = SDL_ttf.TTF_RenderText_Blended_Wrapped (font, text, renderColor, uint32 textSizeX)
                      if textSurface <> IntPtr.Zero then
                          let textTexture = SDL.SDL_CreateTextureFromSurface (renderer.RenderContext, textSurface)
  