anchor.diff:                      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 positionView = textDescriptor.Position * view
  +            let sizeView = textDescriptor.Size * Matrix3.getScaleMatrix view
               let text = textDescriptor.Text
               let font = textDescriptor.Font
               let color = textDescriptor.Color
  
positive.code:                             let (i, j) = (n % mapRun, n / mapRun)
                              let tilePosition =
                                  Vector2 (
                                      position.X + tileSize.X * single i + camera.EyeSize.X * 0.5f,
                                      -(position.Y - tileSize.Y * single j + size.Y) + camera.EyeSize.Y * 0.5f) // negation for right-handedness
                              if NuMath.isBoundsInBounds3 tilePosition tileSize <| Vector4 (0.0f, 0.0f, camera.EyeSize.X, camera.EyeSize.Y) then
                                  let gid = tiles.[n].Gid - tileSet.FirstGid
                                  let gidPosition = gid * fst tileSourceSize
  
negative.code:                         sourceRect.w <- !textureSizeX
                          sourceRect.h <- !textureSizeY
                          let mutable destRect = SDL.SDL_Rect ()
                          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)
  