         
         let zoomedWidth:CGFloat = modelWidth * zoom
         let zoomedHeight:CGFloat = modelHeight * zoom
-        let minSize:CGFloat = min(zoomedWidth, zoomedHeight)
-        let radius:CGFloat = minSize / 2.0
+        let radiusWidth:CGFloat = zoomedWidth / 2.0
+        let radiusHeight:CGFloat = zoomedHeight / 2.0
         let rotationFactor:CGFloat = DNode.kPi2 / CGFloat(sides)
-        let startingAngle:CGFloat = -CGFloat(M_PI)
+        let startingAngle:CGFloat = -CGFloat(M_PI_2)
         
         for index:Int in 0 ..< sides
         {
             let thisIndex:CGFloat = CGFloat(index) + 1
             let thisAngle:CGFloat = (thisIndex * rotationFactor) + startingAngle
-            let cosineRotation:CGFloat = cos(thisAngle) * radius
-            let sineRotation:CGFloat = sin(thisAngle) * radius
-            let positionX:CGFloat = radius + cosineRotation
-            let positionY:CGFloat = radius + sineRotation
+            let cosineRotation:CGFloat = cos(thisAngle) * radiusWidth
+            let sineRotation:CGFloat = sin(thisAngle) * radiusHeight
+            let positionX:CGFloat = centerX + cosineRotation
+            let positionY:CGFloat = centerY + sineRotation
             let positionPoint:CGPoint = CGPoint(
                 x:positionX,
                 y:positionY)

            {
                context.addLine(to:positionPoint)
            }
            
            print("\(positionPoint)")
        }
        
        context.closePath()

        let originY:CGFloat = rect.origin.y
        let width:CGFloat = rect.size.width
        let height:CGFloat = rect.size.height
        let width_2:CGFloat = width / 2.0
        let height_2:CGFloat = height / 2.0
        let centerX:CGFloat = width_2 + originX
        let centerY:CGFloat = height_2 + originY
        let deltaSpaceWidth:CGFloat = modelWidth - width
        let deltaSpaceHeight:CGFloat = modelHeight - height
        
