 			return _computedMatrix3D;
 	
 	
-		if(offsets == null)
+		if(!offsets && !mirror)
 		{
 			return layout.matrix3D;
 		}

			m = _computedMatrix = new Matrix();
		else
			m.identity();

			build2DMatrix(m,layout.transformX,layout.transformY,
						  layout.scaleX * offsets.scaleX,layout.scaleY * offsets.scaleY,
						  layout.rotationZ + offsets.rotationZ,
						  layout.x + offsets.x,layout.y + offsets.y);					
	
		_flags |= COMPUTED_MATRIX_VALID;
		return m;
	}

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