currEx.position.set(centerX, centerY, centerZ);
currEx.normal.set(normalX, normalY, normalZ);
final short center = vertex(currEx);
float angle = 0f;
final float us = 0.5f * (innerWidth / width);
<BUG>final float vs = 0.5f * (innerHeight / height);
for (int i = 0; i <= divisions; i++) {</BUG>
angle = ao + step * i;
final float x = MathUtils.cos(angle);
final float y = MathUtils.sin(angle);

currEx.position.set(centerX, centerY, centerZ);
currEx.normal.set(normalX, normalY, normalZ);
final short center = vertex(currEx);
float angle = 0f;
final float us = 0.5f * (innerWidth / width);
final float vs = 0.5f * (innerHeight / height);
short i1, i2 = 0, i3 = 0, i4 = 0;
for (int i = 0; i <= divisions; i++) {
angle = ao + step * i;
final float x = MathUtils.cos(angle);
final float y = MathUtils.sin(angle);
