title: XNA: avoid mouse cursor texture scaling according to transform matrix
body: <p>I need to draw the mouse cursor in the right world position, so I used this code:  </p>
  
  <pre><code>Matrix inverseViewMatrix = Matrix.Invert(camera.GetViewMatrix(graphics.GraphicsDevice));
  mousePos.X -= cursorTex.Width / 2;
  mousePos.Y -= cursorTex.Height / 2;
  Vector2 worldMousePosition = Vector2.Transform(mousePos, inverseViewMatrix);
  spriteBatch.Draw(cursorTex, worldMousePosition, Color.White);
  </code></pre>
  
  <p>This actually works, but when I zoom out the camera I got the mouse cursor scaled.  </p>
  
  <p>Is there a way to avoid this? I wish to keep the original cursor texture dimension (32 x 32) also when I zoom out.</p>