   [XNA] Drawing transformed vertices
  Hello!Im kinda new to XNA (my first project). I used DirectX unmanaged in C++ before and am trying learn something new.A lot works already good but now im having a problem. I want to draw my user interface. I first just drawn it using a SpriteBatch and Texture2D. But there is a problem:My textures are optimized so that different elements of the element are in the same texture. So i need to specify texture coordinates for the points. Normally i would do that using the D3DFVF_XYZRHW to enter already transformed vertices to the vertexbuffer.So my question is basically:How do i draw vertices/textures on the manner i draw vertices in DirectX with D3DFVF_XYZRHW?GreetingsPlerion   
  With SpriteBatch you can specify a source rectangle, which it will use to use to determine the texture coordinates for the quad.   ;  Hey!Thanks i already tried that but i seems to have no effect:[sourcecode]  int yy = (int)(0.04f * textureUp.Texture.Height);  int yY = (int)(0.68f * textureUp.Texture.Height);  int xx = (int)(0.015f * textureUp.Texture.Width);  int xX = (int)(0.62f * textureUp.Texture.Width);  rect = new Rectangle(xx, yy, xX - xx, yY - yy);[/sourcecode]The values are the texturecoordinates i use in DirectX for the texture. If i set that rectangle as source to Draw the texture it looks exactly the same as if i dont set the rectangle.I do scale the texture to specified parameters. Do i need to specify the rectanble to that?GreetingsPlerion;Could you post your entire drawing code including spriteBatch.Draw? That way we can see if you're passing in the parameters correctly and what you mean by scaling the texture exactly.