I have been following the Documentation and a few post whilst searching the discussions, and I have managed to crate a polygon, but I am a little unsure as to what scale I should use.
Please have a look at my code, I am using 100 pixels per meter with the ConvertUnits class from the samples, and the dimensions of the texture are 882px x 140px, but I am unsure of the scale.
texture = content.Load<Texture2D>(textureString);
//Create an array to hold the data from the texture
uint data = new uint[texture.Width * texture.Height];
//Transfer the texture data to the array
//Find the vertices that makes up the outline of the shape in the texture
Vertices verts = PolygonTools.CreatePolygon(data, texture.Width/*, texture.Height*/, true);
//For now we need to scale the vertices (result is in pixels, we use meters)
Vector2 scale = new Vector2(0.008f, 0.008f);
//Make sure that the origin of the texture is the centroid (real center of geometry)
Vector2 polygonOrigin = verts.GetCentroid();
//Translate the polygon so that it aligns properly with centroid.
Vector2 vertsTranslate = -polygonOrigin;
//Since it is a concave polygon, we need to partition it into several smaller convex polygons
_list = BayazitDecomposer.ConvexPartition(verts);
//Create a single body with multiple fixtures
body = BodyFactory.CreateCompoundPolygon(world,_list, 1);
Thanks for your help,
You can look at this discussion, similar questions but the answer should be the same