   How come when I D3DXMatrixTransformation2D my RECT pos to draw from gets messed up
  Hi,I am having an issue understanding why when I use D3DXMatrixTransformation2D to scale a texture the RECT that I eventually pass to ID3DXSprite::Draw gets a little messed up.  For example, I have a png file that is 1024 x 512.  I have my sprite on it in sections of 100 pixels wide by 120 pixels tall.  So if I am drawing the first sprite in that file I would have a RECT that is....RECT rect;rect.top = 0;rect.bottom = 119;rect.left = 0;rect.right = 99;Now is this correct? The position on the rect starts at 0 and not 1 correct?None the less when I go ahead and draw this sprite using a translation scale of 1 for the x and 1 for the y everything is fine. The issue arises when I try scaling the texture up.  If I scale the texture up by even a percent then not only do I get the sprite I am drawing I also get the first pixel on the right and on the top of the next logical sprite.  So based off the cords above I do not get the the extra top pixel because it being at 0 but I am getting the extra pixel on the right side.This is my drawing function....void PenManager::Draw( boost::shared_ptr< Texture > texture ){// Check to see our stuff is validif( (texture->GetTexture() != NULL) && (m_spriteInterface != NULL) ){HRESULT hr = S_OK;D3DXVECTOR2 posVec;posVec.x = texture->GetXPos();posVec.y = texture->GetYPos();//posVec.z = 0;// Transform our textureD3DXMATRIX Mat;D3DXMatrixTransformation2D(&Mat, NULL, 0,&texture->GetScaling(),&texture->GetRotationCenter(),texture->GetRotation(),&texture->GetTranslation()//&posVec);// Begin sprite sceneBeginSprite();// Set our transformm_spriteInterface->SetTransform( &Mat );// Draw our texturehr = m_spriteInterface->Draw(texture->GetTexture(), &texture->GetRect(), NULL, //&posVec,NULL,m_alpaColor );}}RegardsChad   