# wrong collitions

 Adum_264 Sep 26, 2011 at 7:29 AM Hey does some1 know why my red rectangle is levitating !!   ``` Body b=BodyFactory.CreateRectangle(g.World, size.width, size.height, 1f); b.BodyType = bt; b.Position = measures.Center; b.Restitution = 0f; b.Inertia = 0.0f; ``` what do i have to change ?? thankss HellGate Sep 26, 2011 at 11:23 AM i think its because the drawing. but why you setinertia to 0? aren't you looking for friction? Adum_264 Sep 27, 2011 at 6:17 PM Edited Sep 27, 2011 at 7:18 PM yeah you were right, but now i have other dobut for example i have a Ball gameComponent that takes the radious Texture2D t = ((Game)g).Content.Load("Images\\Ball"); Rectangle r = new Rectangle(TopLeftPos.X,TopLeftPos.Y,radious*2,radious*2)   ```Body b = BodyFactory.CreateCircle(g.World, radious, 1f); b.BodyType= BodyType.Dynamic; b.Position = r.Center; b.Restitution = 0.5f; b.Friction = 0.1f; ``` ```  var v = new Rectangle(b.Position.X,b.Position.Y,r.widht,r.height);   ``` var OriginPoint  = new Vector2(r.widht/2, r.height/2);   sp.Draw(t, v, null, c ?? Color.White, b.Rotation, OriginPoint, SpriteEffects.None, 0f); im using this overload because i dont  want to depend on the texture's size, to draw the ball So the thing is my balls now doesnt appear in the screen, i thing that is because the draw method use the texture width and heigt to work with the origin point, and no the rectangle HellGate Sep 28, 2011 at 8:59 AM why not just: Body b = BodyFactory.CreateCircle(g.World, t.Width/2f, 1f); Vector2 OriginPoint = new Vector2(t.Width/2f, t.Height/2f); sp.Draw(t, b.Position, null, Color.White, b.Rotation, OriginPoint, SpriteEffects.None, 0f);