             y += offsets.y;
         }
         
+        if (stretchX != 1 || stretchY != 1)
+            m.scale(stretchX, stretchY);
         build2DMatrix(m, tx, ty, sx, sy, rz, x, y);
         
 		_flags |= COMPUTED_MATRIX_VALID;

            z += offsets.z;
        }
			
		build3DMatrix(m, tx, ty, tz, sx, sy, sz, rx, ry, rz, x, y, z);	

		_flags |= COMPUTED_MATRIX3D_VALID;
		return m;			

		if(_flags & COMPUTED_MATRIX_VALID)
			return _computedMatrix;
	
		if(!offsets && !mirror && stretchX == 1 && stretchY == 1)
		{
			return layout.matrix;
		}			
