@hectorzx wrote:
I have a sprite in a Texture2D, if i draw a frame without rotation, it is printed well, but if i rotate the same frame, i get in the right border, the first column of pixels of the next frame.
this.SpriteBatch.Draw(texture, position, sourceRectangle, color, rotation, originRotation, scale, SpriteEffects.None, layerDeth);
PD: The origin of rotation is (heigth/2,0)
Posts: 16
Participants: 5