I just found out that, when converting from a bitmap to a texture, directX appears to stretch the bitmap into a square.
This is a problem, because if I don't want my external images getting stretched out of shape when they're rendered to the screen, I have to add "empty space" to the bitmap files so that the bitmap is a square.
But I've been determining the size of an object on the screen based on the original bitmap that was loaded into it!
Isn't there a way I can make a texture out of a non-square bitmap, without the bitmap getting stretched

Only square textures?
Larsi
Thanks for your input!
I've also had success with overloads that allow you to specify height/width.
Alfonso1912
Texture t = new Texture( device, path ) will stretch the image to power of 2
(32,32) (64,64) ect.
But going
Bitmap b = new Bitmap( path )
Texture t = new Texture( device, b, usage, pool )
b.Dispose()
will not stretch the image.
Tho using System.Drawing.Bitmap means you lose the ability to load .dds files i think :( but thats not to much of a problem
note: i do all my mdx stuff with mdx 2.0, the above might apply to mdx 1.x not sure