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Switched to a triangle strip, should be much faster.
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@ -180,7 +180,7 @@ def normal_sphere(r, divide, tex, normal, lighting=True, fv4=GLfloat * 4):
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twopi_divide = TWOPI / divide
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pi_divide = pi / divide
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glBegin(GL_QUAD_STRIP)
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glBegin(GL_TRIANGLE_STRIP)
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for j in xrange(divide + 1):
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phi1 = j * twopi_divide
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phi2 = (j + 1) * twopi_divide
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