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:                     // 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 size.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)
  
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)
  