I've searched the discussion for other threads about breakable bodies. And i found one where Robert Dodd posted the following:
"If you are using sprites you will have to make each image by hand, which might be difficult.
An easier way is to create a vertexbuffer for each shape and render it as a triangle list. That way it will fit the shape exactly, and the same code will work for every shape. Heres what you'd have to do:
- Triangulate vertices
- Building vertex array with triangle coordinates
- Create VertexBuffer
You can also have a look at the DebugViewXNA, because it does the same thing (except without a vertexbuffer, it just renders straight from the vertex array, but a vertexbuffer is faster)"
Do you mind explaining the three steps above?. I load in a texture with the method from your documentation page.