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Fix transforms not rendering #1771
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That's odd, it works perfectly on goon. I'll poke at it. Also I think this is the proper fix, we need to translate to the 0 coordinate before rotation regardless of what we do. Oh I bet something is doubling the width of the render target for paradise characters! |
That was exactly what it is. I'm now using the diff between the pos and render target size to calculate the origin, this seems much more reliable. Tested on goon, paradise, and testgame |
Maybe so with our current approach with |
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var pixelPosition = (iconMetaData.Position + positionOffset) * EyeManager.PixelsPerMeter; | ||
var frame = iconMetaData.Texture; | ||
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Fixes #1584