final float step = (MathUtils.degreesToRadians * (angleTo - angleFrom)) / divisions;
final Vector3 sxEx = tempV1.set(tangentX, tangentY, tangentZ).scl(width * 0.5f);
final Vector3 syEx = tempV2.set(binormalX, binormalY, binormalZ).scl(height * 0.5f);
final Vector3 sxIn = tempV3.set(tangentX, tangentY, tangentZ).scl(innerWidth * 0.5f);
final Vector3 syIn = tempV4.set(binormalX, binormalY, binormalZ).scl(innerHeight * 0.5f);
VertexInfo currIn = vertTmp3.set(null, null, null, null);
currIn.hasUV = currIn.hasPosition = currIn.hasNormal = true;
currIn.uv.set(.5f, .5f);
currIn.position.set(centerX, centerY, centerZ);
currIn.normal.set(normalX, normalY, normalZ);
VertexInfo currEx = vertTmp4.set(null, null, null, null);
currEx.hasUV = currEx.hasPosition = currEx.hasNormal = true;
currEx.uv.set(.5f, .5f);
currEx.position.set(centerX, centerY, centerZ);
currEx.normal.set(normalX, normalY, normalZ);
final short center = vertex(currEx);