sgVec2 vec2;
sgVec3 vec3;
- drho = SG_PI / (float) stacks;
- dtheta = 2.0 * SG_PI / (float) slices;
+ drho = SGD_PI / (float) stacks;
+ dtheta = 2.0 * SGD_PI / (float) slices;
/* texturing: s goes from 0.0/0.25/0.5/0.75/1.0 at +y/+x/-y/-x/+y
axis t goes from -1.0/+1.0 at z = -radius/+radius (linear along