I’m new to DirectX and I am trying to get my feet wet by making a simple 2D game. I chose DirectX 11 and am using the DirectX ToolKit helper library from here: https://github.com/Microsoft/DirectXtk which recommended I start with 11 and not 12. The guide I am following to create an animating sprite is working great except for when attempting to draw a single sprite from the sprite sheet I am seeing “ghosting” of other sprites behind it. I created the sprite sheet and saved it as a PNG and also as a BMP and it seems to happen either way. Here is the sprite sheet I am using: It is 336px width, 48px height, in 48px x 48px square sprites. If I render the entire sprite sheet, or if I render the first sprite (0,0,48,48), it looks fine, but if I attempt to render the 2nd, 3rd, 4th, etc. this is how it renders: Here is the code I am using to load the PNG file as a texture: ComPtr ponyIdleResource; DX::ThrowIfFailed( CreateWICTextureFromFile(_D3dDevice.Get(), L”assets/pony_idle.png”, ponyIdleResource.GetAddressOf(), _Texture.ReleaseAndGetAddressOf()) ); ComPtr ponyIdleTexture; DX::ThrowIfFailed(ponyIdleResource.As(&ponyIdleTexture)); CD3D11_TEXTURE2D_DESC ponyIdleDesc; ponyIdleTexture->GetDesc(&ponyIdleDesc); and here is the code I am using to draw: _SpriteBatch->Begin(); RECT sourceRect; sourceRect.left = 48; sourceRect.top = 0; sourceRect.right = 96; sourceRect.bottom = 48; _SpriteBatch->Draw(_Texture.Get(), _ScreenPos, &sourceRect, Colors::White, 0, _Origin); _SpriteBatch->End(); If I pass the RECT in as 0,0,48,48, it looks fine. Is there some special way I need to format my image? I’ve tried it as both PNG and BMP.