public void RebuildGeometry( float radius )
{
// Scale node to radius
if ( this._radius > 10000.0f )
{
this.CreateRectangle2D();
this._permutation |= (uint)MaterialId.Quad;
}
else
{
/// XXX some more intelligent expression for rings and segments
this.CreateSphere( this._radius, 5, 5 );
this._permutation &= ~(uint)MaterialId.Quad;
}
}