angleU = auo + stepU * iu;
u = 1f - us * iu;
curr1.position.set(MathUtils.cos(angleU) * hw * t, h, MathUtils.sin(angleU) * hd * t).mul(transform);
curr1.normal.set(curr1.position).nor();
curr1.uv.set(u, v);
<BUG>vertex(curr1);
if ((iv > 0) && (iu > 0)) // FIXME don't duplicate lines and points
rect((short)(vindex-1), (short)(vindex-2), (short)(vindex-(divisionsU+3)), (short)(vindex-(divisionsU+2)));
}</BUG>
}

angleU = auo + stepU * iu;
u = 1f - us * iu;
curr1.position.set(MathUtils.cos(angleU) * hw * t, h, MathUtils.sin(angleU) * hd * t).mul(transform);
curr1.normal.set(curr1.position).nor();
curr1.uv.set(u, v);
tmpIndices.set(tempOffset, vertex(curr1));
final int o = tempOffset+s;
if ((iv > 0) && (iu > 0)) // FIXME don't duplicate lines and points
rect(tmpIndices.get(tempOffset), tmpIndices.get((o-1)%s), tmpIndices.get((o-(divisionsU+2))%s), tmpIndices.get((o-(divisionsU+1))%s));
tempOffset = (tempOffset + 1) % tmpIndices.size;
