Hi Erik,
I think there's been a little bit of confusion, which is mostly down to me asking an question that may have been too abstract. Here's a better description of my problem, with a few screenshots.
I'm using Actors to handle the graphics of sprites in my scene through actor.addDrawing(). This is where I'm not seeing things rotate as they should - while I would also expect actor.getBounds() to correlate with the rotation, the problem here is purely graphical (I've handed off physics to P2, which provides its own AABB system).
Screenshots! Apologies for the poor contrast, they were taken quickly. In both screenshots, I have two actors. Both are formed from the same sprite base, but the left one is scaled on a 6:1 aspect ratio to illustrate my point better. The left actor is "pointing at" the right one - that is, its angle is a vector from the centre of the left crosshair to the centre of the right crosshair. I would have expected, in the second screenshot, that the left crosshair should now be stretched vertically - since it's turned 90 degrees from the first screenshot. But it hasn't, and it still maintains an X that is 6 times wider than Y.
(Interesting, and possibly related note, that this effect seems much less pronounced when I use a source image that isn't square).
