   Scalling not conserving texture's original coordenates
  Hello, I need to apply scaling to a smoke effect I'm doing for some game I'm currently developing. Sure, scaling, no problem at all, except for the 'small' side effect.Whenever I scale the sprites their original position is also readjusted (as demonstrated bellow):http://img.photobucket.com/albums/v698/EFileTahi-A/scale.pngHere is the code of the looping which draw all the sprites. I read something about translating, is this related with this problem? If so, could please someone show me how to do it?for (int i = 0; i < VAR.lActiveExplosions.Count; i++){    c_explosion c = VAR.lActiveExplosions;    c.Process_AddNewSmokeSpriteIfPossible();    for (int n = 0; n < c.lSmoke.Count; n++)    {sprite3.Begin(SpriteFlags.AlphaBlend);    sprite3.Transform = Matrix.Scaling(1.0f, 1.0f, 1.0f);    sprite3.Draw((Texture)c.htGfx[c.lSmoke[n].sSpriteNum], new Rectangle(0,0,6   4,64), new Vector3(0, 0, 0.1f), new Vector3(c.lSmoke[n].fPosX, c.lSmoke[n].fPosY, 1.0f),    Color.FromArgb((int)c.lSmoke[n].fAlpha,255,255,255));    sprite3.End(); c.Process_TransformAndKillSpriteIfPossible(n);    }}Thank you very much for any possible help![Edited by - EFileTahi-A on January 19, 2008 12:52:15 PM]
  Haven't worked much with sprites, but I imagine that the centre point will have an effect on the scaling. It should be in the middle, the point you want to remain stationary when scaling.   ;  Thanks for the response. But I managed to do it, some friend of mine made it work :)We do this:Matrix.Scale(...) * Matrix.Translaction(...)Where Matrix.Translation Should include the correct position values of the sprite :)- THREAD CLOSE -   