i have this problem when my Sprite rotation origin is fixed at top left corner of window (same with sprite.Draw and sprite.Draw2D) Either way if i change rotation center it's still at top left. I need sprite to rotate around its Z axis.
Edit: I have tried this:
hereMatrix pm = Matrix.Translation(_playerPos.X + 8, _playerPos.Y + 8, 0);
sprite.Transform = Matrix.RotationZ(_angle) * pm;
sprite.Draw(playerTexture, textureSize, new Vector3(8, 8, 0), new Vector3(_playerPos.X, _playerPos.Y, 0), Color.White);
But it does not seem to works well...
When you draw it, is it in the correct place?
I believe that the multiplication order is reversed, and that you shouldn't be transforming by the players position in the transform.
Edit
You could also use the
Matrix.Transformation
method to get the matrix in one step.I've got the solution for you, it's a simple method that you can use everytime you want to draw a sprite. With this method you will be able to rotate the sprite with your desired rotation center.