angle = ao + step * i;
final float x = MathUtils.cos(angle);
final float y = MathUtils.sin(angle);
currEx.position.set(centerX, centerY, centerZ).add(sxEx.x*x+syEx.x*y, sxEx.y*x+syEx.y*y, sxEx.z*x+syEx.z*y);
currEx.uv.set(.5f + .5f * x, .5f + .5f * y);
<BUG>vertex(currEx);
</BUG>
if(innerWidth <= 0f || innerHeight <= 0f)	{
if (i != 0)
<BUG>triangle((short)(vindex - 1), (short)(vindex - 2), center);
}</BUG>
else if (innerWidth == width && innerHeight == height){

angle = ao + step * i;
final float x = MathUtils.cos(angle);
final float y = MathUtils.sin(angle);
currEx.position.set(centerX, centerY, centerZ).add(sxEx.x*x+syEx.x*y, sxEx.y*x+syEx.y*y, sxEx.z*x+syEx.z*y);
currEx.uv.set(.5f + .5f * x, .5f + .5f * y);
i1 = vertex(currEx);
if(innerWidth <= 0f || innerHeight <= 0f)	{
