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Resolving penetration by adding the penetration vector to the colliding entities

During collisions I find the penetration vector of the colliding entities (using SAT). Should I add it to the position of entityA, of entityB, or to both?
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Separating Axis Theorem Issue

I am trying to create a 2d top down shooter using DirectX 11 (Windows 8 Store) and I am trying to implement OOBB collision using the Separating Axis Theorem. However I appear to have run into an ...