anchor.diff:  (defun rotate-sprite (sp dangle)
     (rotate-shape-2d (sprite-shape sp) dangle (sprite-x sp) (sprite-y sp))
     (when (sprite-bbox sp) (bbox-overwrite/shape (sprite-bbox sp) (sprite-shape sp))))
  +
   
   ;;; Tilemap
   (defstruct tileset
  
positive.code:                             :mtx (make-matrix))))
      (%2d-view-update-matrix view)
      view))
  
  (defun 2d-view-width (view)
    (- (2d-view-right view) (2d-view-left view)))
  
negative.code:   (loop for p in (sprite-batch-primitives batch)
         do (destroy-primitive-batch p)))
  
  ;; TODO: allow to respect append order at draw time
  (defun sprite-batch-append (batch sp)
    (let* ((tex (sprite-texture sp))
           (pos (position tex (sprite-batch-textures batch)))
  