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

        invalidate();
    }
	
	//------------------------------------------------------------------------------
	
	/**

            z += offsets.z;
        }
			
		build3DMatrix(m, tx, ty, tz, sx, sy, sz, rx, ry, rz, x, y, z);
		// Always prepend last
        if (stretchX != 1 || stretchY != 1)
            m.prependScale(stretchX, stretchY, 1);  

		_flags |= COMPUTED_MATRIX3D_VALID;
		return m;			
