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Problem with sprite scale

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Hi I have a problem with direct X sprite interface. What I want to do is render something to a render target once and then display it on a small part of the screen for a few frames over the main scene (sort of an overlay). My target is 256x256 and the area I want it to cover is smaller (not power of two). If I render the sprite as is, the result looks good but its too large, so I use SetTransform to scale down the sprite. Scale matrix looks like this: Sx, 0, 0, 0 0, Sy, 0, 0 0, 0, 0, 0 0, 0, 0, 1 The result is that there is something rendered in the correct spot and size, but it is just a mixture of colors that has nothing to do with the render target. No for the bizarre part, if I only scale on the X axis, the result looks good only its too long vertically... Card is nVidia 5700 (yes, yes, I will buy a new one soon) and no transparency is used. Any ideas?

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