anchor.diff:                          sourceRect.w <- !textureSizeX
                           sourceRect.h <- !textureSizeY
                           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 - single !textureSizeY // negation for right-handedness
  +                        destRect.x <- int <| positionView.X + camera.EyeSize.X * 0.5f
  +                        destRect.y <- int <| -positionView.Y + camera.EyeSize.Y * 0.5f - single !textureSizeY // negation for right-handedness
                           destRect.w <- !textureSizeX
                           destRect.h <- !textureSizeY
                           if textTexture <> IntPtr.Zero then ignore <| SDL.SDL_RenderCopy (renderer.RenderContext, textTexture, ref sourceRect, ref destRect)
  
positive.code:         | SpriteDescriptor spriteDescriptor ->
              let view = match spriteDescriptor.ViewType with Absolute -> viewAbsolute | Relative -> viewRelative
              let sprite = spriteDescriptor.Sprite
              let position = spriteDescriptor.Position * view
              let size = spriteDescriptor.Size * Matrix3.getScaleMatrix view
              let color = spriteDescriptor.Color
              let (renderer, optRenderAsset) = tryLoadRenderAsset sprite.PackageName sprite.PackageFileName sprite.SpriteAssetName renderer
              match optRenderAsset with
  
negative.code:                     renderer
          | TextDescriptor textDescriptor ->
              let view = match textDescriptor.ViewType with Absolute -> viewAbsolute | Relative -> viewRelative
              let positionView = textDescriptor.Position * view
              let sizeView = textDescriptor.Size * Matrix3.getScaleMatrix view
              let text = textDescriptor.Text
              let font = textDescriptor.Font
              let color = textDescriptor.Color
  