I’ve read a lot of tutorials and looked through sample code on how to do pixel-perfect collision with rotated, scaled, moved 2D sprites. I have the code fully working in my game engine, but I found that mine works differently than the tutorials. In the tutorials, this is the recommended way to do the matrix transform:

```
transform = Matrix.CreateTranslation(new Vector3(-Origin, 0.0f)) *
Matrix.CreateScale(Scale) *
Matrix.CreateRotationZ(Rotation) *
Matrix.CreateTranslation(new Vector3(Position, 0.0f));
```

However, this does not work in my game. I have to do this:

```
transform = Matrix.CreateTranslation(new Vector3(-Origin, 0.0f)) *
Matrix.CreateScale(Scale) *
Matrix.CreateRotationZ(Rotation) *
Matrix.CreateTranslation(new Vector3(Origin, 0.0f)) *
Matrix.CreateTranslation(new Vector3(Position, 0.0f));
```

Note the extra CreateTranslation with positive Origin. To me, this makes sense - I translate the sprite such that the rotation origin is at the center of the world (0, 0, 0) since we can’t provide an origin in CreateRotationZ, then I rotate the sprite, then I translate it back to where it was before.

Does the recommended method actually work (the first one that I’m not using)? Or is it bugged? It looks like it translates the matrix to the Origin but never translates it back. I don’t see how that could ever work, but yet this is the method stated in multiple tutorials and videos. I’m worried that although my code works for my current game, I’ve done something wrong somewhere that will bite me later. Thoughts/opinions?