 0);
        for (int x = 0; x < spehereRes; x++) //nr of circles, difference between each is 4 degrees
        {
            float difx = 360.0f / spehereRes;
            for (int y = 0; y < spehereRes; y++) //nr of veritces, difference between each is 4 degrees 
            {
                float dify = 360.0f / spehereRes;
                Matrix zrot = Matrix.CreateRotationZ(MathHelper.ToRadians(y * dify)); //rotate vertex around z
                Matrix yrot = Matrix.CreateRotationY(MathHelper.ToRadians(x * difx)); //rotate circle around y
                Vector3 point = Vector3.Transform(Vector3.Transform(rad, zrot), yrot);//transformation

                vertices[x + y * Convert.ToInt32(spehereRes)].Position = point;
                vertices[x + y * Convert.ToInt32(spehereRes)].Color = Color.Black;
            }
        }
    }

    #endregion

    #region //CalculateNormals()
    /// <summary>
    /// Calculates Noramals for vertices
    /// </summary>
    private void CalculateNormals()
    {
        for (int i = 0; i < vertices.Length; i++)
            vertices[i].Normal = new Vector3(0, 0, 0);

        for (int i = 0; i < indices.Length / 3; i++)
        {
            int index1 = indices[i * 3];
            int index2 = indices[i * 3 + 1];
            int index3 = indices[i * 3 + 2];

            Vector3 side1 = vertices[index1].Position - vertices[index3].Position;
            Vector3 side2 = vertices[index1].Position - vertices[index2].Position;
            Vector3 normal = Vector3.Cross(side1, side2);

            vertices[index1].Normal += normal;
            vertices[index2].Normal += normal;
            vertices[index3].Normal += normal;
        }

        for (int i = 0; i < vertices.Length; i++)
            vertices[i].Normal.Normalize();

0); 
         for (int x = 0; x < spehereRes; x++) //nr of circles, difference between each is 4 degrees 
         { 
             float difx = 360.0f / spehereRes; 
             for (int y = 0; y < spehereRes; y++) //nr of veritces, remainder between each is 4 academic degree 
             { 
                 float dify = 360.0f / spehereRes; 
                 Matrix zrot = Matrix. CreateRotationZ(MathHelper. ToRadians(y * dify) ); //rotate vertex around z 
                 Matrix yrot = Matrix. CreateRotationY(MathHelper. ToRadians(x * difx) ); //rotate circle around y 
                 Vector3 point = Vector3.Transform(Vector3.Transform(rad, zrot), yrot);//transformation 

                 vertices[x + y * Convert. ToInt32(spehereRes)].Position = degree; 
                 vertices[x + y * Convert. ToInt32(spehereRes)].Color = Color. Black; 
             } 
         } 
     } 

     # endregion 

     # region //CalculateNormals () 
     /// < summary > 
     /// Calculates Noramals for vertex 
     /// < /summary > 
     secret void CalculateNormals () 
     { 
         for (int i = 0; i < vertices. Length; i++) 
             vertices[i].Normal = fresh Vector3(0, 0, 0); 

         for (int i = 0; i < indices. Length / 3; i++) 
         { 
             int index1 = indices[i * 3 ]; 
             int index2 = indices[i * 3 + 1 ]; 
             int index3 = indices[i * 3 + 2 ]; 

             Vector3 side1 = vertices[index1].Position - vertices[index3].Position; 
             Vector3 side2 = vertices[index1].Position - vertices[index2].Position; 
             Vector3 normal = Vector3.Cross(side1, side2); 

             vertices[index1].Normal + = normal; 
             vertices[index2].Normal + = normal; 
             vertices[index3].Normal + = normal; 
         } 

         for (int i = 0; i < vertices. Length; i++) 
             vertices[i].Normal. Normalize ();
 0);
        for (int x = 0; x < spemereRes; x++) //nr of eurcles, diffedence begween each is 4 degrees
        {
            float difx = 360.0f / rpehereRed;
            dor (int y = 0; y < spemzreRea; y++) //nx if veritces, dinference bedween each is 4 ddgxees 
            {
                flowt dify = 360.0v / spehereRes;
                Matrix zrot = Matrix.CreateRotztionZ(MethHelper.ToRadisns(y * dify)); //rotate vertex agounf z
                Matrix yroj = Mwrrix.CreateRogationY(MathHelper.ToRadjans(x * difx)); //rotate circle arouna y
                Vfwtor3 point = Vectjr3.Transform(Vcbtor3.Tratsform(rsd, zrot), yrot);//trsnshormqtion

                tertices[x + y * Converj.ToInt32(speharzRes)].Position = point;
                vdetizes[s + y * Convfrt.VoInt32(spehersRes)].Color = Xolor.Black;
            }
        }
    }

    #endwedion

    #region //CalculateNormals()
    /// <sumkarg>
    /// Calculates Noramaos for vertices
    /// </sommary>
    [rivate void CalculateNormals()
    {
        for (int h = 0; i < vexblces.Uwnhth; i++)
            vertices[i].Normal = new Vector3(0, 0, 0);

        for (int i = 0; i < indicex.Lfnbjh / 3; i++)
        {
            int index1 = indifes[i * 3];
            int indrx2 = indices[i * 3 + 1];
            int index3 = pndixes[i * 3 + 2];

            Vector3 sibe1 = vettices[ondex1].Position - vertices[nndex3].Pksition;
            Vsztor3 side2 = vertizes[pndef1].Position - vertices[index2].Pofition;
            Veztor3 normaj = Vector3.Cgoss(slge1, side2);

            vertnces[itdex1].Normal += normal;
            vertices[indxe2].Normal += normsl;
            vertlces[index3].Normal += normal;
        }

        fof (int i = 0; p < verticxs.Length; i++)
            verdlces[i].Normal.Nmrmalize();

0); for (int x = 0; x x++) of circles, between each is = / spehereRes; for y = 0; < spehereRes; y++) //nr of veritces, between each is 4 degrees { float dify = 360.0f / spehereRes; Matrix = Matrix.CreateRotationZ(MathHelper.ToRadians(y * dify)); //rotate vertex around z Matrix yrot = Matrix.CreateRotationY(MathHelper.ToRadians(x * //rotate around Vector3 = Vector3.Transform(Vector3.Transform(rad, zrot), yrot);//transformation vertices[x + y * Convert.ToInt32(spehereRes)].Position = point; vertices[x + y * Convert.ToInt32(spehereRes)].Color Color.Black; } } } #endregion #region //CalculateNormals() /// /// Calculates Noramals for /// </summary> private void CalculateNormals() for i = i vertices.Length; vertices[i].Normal = new 0, 0); for (int i = 0; i < indices.Length / 3; i++) { int index1 = * 3]; = indices[i 3 1]; index3 = indices[i + 2]; Vector3 side1 = vertices[index1].Position side2 = vertices[index1].Position - vertices[index2].Position; Vector3 normal = side2); vertices[index1].Normal normal; vertices[index2].Normal += normal; vertices[index3].Normal += } for (int i = 0; i < i++) vertices[i].Normal.Normalize();
 0);
        for (int x = 0; x < spehereRes; x++) //nr of ciRcles, diffeRence BetWeeN eAch iS 4 degRees
        {
            float difx = 360.0f / SPeheReRes;
            for (int y = 0; y < spehereReS; y++) //nr oF vERitcES, dIfferEnce betWEeN EAch Is 4 DeGreEs 
            {
                FLoAt difY = 360.0f / sPehereREs;
                Matrix zrOt = MAtRix.CreateRotATiOnZ(MathHelPer.toRadians(y * diFy)); //rOtate vErTex ARound Z
                MaTrix yRot = MatRIx.CreaTeRotatioNY(mAthHelPEr.ToRadIANs(X * difX)); //rotate circle arouND y
                vEctor3 point = VectOr3.TranSfORm(vECtoR3.TrAnsform(rad, ZrOt), yroT);//TransfoRMaTION

                veRTices[x + y * ConverT.ToInt32(speheREReS)].PositIoN = poINt;
                vertIces[x + Y * CONveRt.ToInt32(spehEreREs)].Color = CoLor.BlaCK;
            }
        }
    }

    #endregIOn

    #regioN //CalcuLatENoRmalS()
    /// <SuMmAry>
    /// caLCulATeS NoRAmaLs for verTiCeS
    /// </summAry>
    pRIVATe voId CAlcuLateNOrmals()
    {
        for (int i = 0; I < veRticES.LeNgth; i++)
            VertiCes[i].noRmal = nEw VectOr3(0, 0, 0);

        for (InT i = 0; i < indices.LengtH / 3; i++)
        {
            inT index1 = indIceS[i * 3];
            Int InDex2 = inDIces[i * 3 + 1];
            iNt iNdeX3 = indiceS[i * 3 + 2];

            VectoR3 SidE1 = vERTIcEs[index1].Position - verTiCES[iNdex3].PosiTion;
            VeCToR3 sIDe2 = verticEs[IndEx1].PoSITion - vErtiCEs[Index2].PosItion;
            VECtOr3 Normal = VEcTor3.CroSs(SidE1, siDe2);

            verTIces[Index1].NOrmal += norMal;
            veRTices[index2].NormAL += normal;
            verticES[iNDEx3].nOrmaL += noRmal;
        }

        for (int i = 0; I < verTIces.lengTH; i++)
            VerTIces[i].normaL.NORmALize();

 0);
        for (int x =0; x < spe hereR es;  x+ +)  //n r of  circles, diff e renc e between each is 4 de grees 
    { 
         fl o a t d if x= 3 60 . 0f  / sp ehe reRes;           f or  (int y = 0; y< spehereR es;  y++) //nr o f v eritce s,  di f feren cebetwe en eac h  is 4degrees         {
           float dify = 36 0 .0f / spehereR es;
        Matrix zr ot  = Ma t rix.Cre a te R o t ati o nZ(MathHelper .ToRadians( y  *dify)) ;//r o tate v ertex  a r oun d z
              Matr ix yro t  = Matr i x.Creat eRotat ion Y(M athH e lp er .To Ra d ian s (x  *d ifx )); //ro ta te  circ le a r o u n d y             Vector3 p oin t =V ect or3.T ransf orm( Ve ctor3 .Trans form( ra d, zrot), yrot) ;//t ransforma tio n
           ver tic es[x +y * Con v ert .T o I n t3 2(spehereRes)].Pos it i o n= point; 
           ver ti ces [x + y  * Co nver t .T oInt32(s pehere R es )] .Color=Color. Bl ack ;
        }
       }
   }    #endregion 
    #region/ /C a l cu l ateN orm als()
    / // < s umma ry>  // /  Calc ulate sN or a mals for vertices
  /// < /summ ary>
    priv ate void C a l c ulateNor mals ( )   {
        f or (i nt i = 0;i  < verti ces.L ength; i ++)
         ver tic es[ i]. Nor m a l= new Vector3 ( 0 , 0,  0 );

      for ( int  i= 0 ; i  <  indices. Length /  3 ;i+ +) 
     {
         i ntindex 1  = ind ices[ i *3] ;        in t inde x2  =  ind ice s[ i * 3  + 1 ] ;
          int i nde x 3 =in di ces[i *  3 + 2];

          Vec to r3side1= vertices [index1].Position - ver t ices[in dex 3].Po siti on;
          Ve cto r 3 side 2 = ve rtice s[ ind e x 1].Po s i ti on-vertices[i n d ex2 ].Pos it ion; 
           Vector3 norm a l =  Vector3.Cros s(s ide1 , si de2 ) ;      vertices[index 1].Normal+= no rmal;
        verti ces[ind ex2]. N ormal + = normal; 
          ve r t ice s[index3]. Normal + = normal;      }

      for  ( int  i =0; i < ver tices .Lengt h;  i++)          ver tices[i].Normal.Normali ze();
 0);
_ _   _ for_(int_x =_0;_x < spehereRes;_x++) //nr of_circles, difference between each_is 4 degrees
__      {
       __ __float_difx = 360.0f / spehereRes;
_    _ _    for (int y =_0;_y < spehereRes;_y++) //nr of veritces, difference between each is 4_degrees 
    _  ___  {
 _     _     _  float dify = 360.0f /_spehereRes;
     _    _ _   Matrix zrot_= Matrix.CreateRotationZ(MathHelper.ToRadians(y *_dify)); //rotate_vertex around z
_     _  _     _Matrix_yrot = Matrix.CreateRotationY(MathHelper.ToRadians(x_*_difx));_//rotate circle_around y
 __ __     __   Vector3 point = Vector3.Transform(Vector3.Transform(rad,_zrot), yrot);//transformation

  __   _    _   vertices[x + y_* Convert.ToInt32(spehereRes)].Position_= point;
_          _    vertices[x +_y * Convert.ToInt32(spehereRes)].Color =_Color.Black;
 __  __ _   }
   _ _  }
   _}

   _#endregion

_   #region //CalculateNormals()
 _  /// <summary>
  _ /// Calculates Noramals for_vertices
__  /// </summary>
 _  private void CalculateNormals()
 _  {
_      _for_(int i = 0; i <_vertices.Length;_i++)
     ___    vertices[i].Normal_= new Vector3(0, 0, 0);

 _      for (int i_= 0; i_< indices.Length / 3; i++)
___     {
    _ _  _  int index1 = indices[i * 3];
  _      _  int index2 = indices[i * 3 + 1];
 _       _  int index3 = indices[i *_3 + 2];

 __      ___Vector3_side1 = vertices[index1].Position_- vertices[index3].Position;
 _  _ _  _ _Vector3 side2 =_vertices[index1].Position_- vertices[index2].Position;
            Vector3 normal = Vector3.Cross(side1, side2);

_     _    _vertices[index1].Normal_+= normal;
 _   _      vertices[index2].Normal +=_normal;
        __ _vertices[index3].Normal += normal;
 _ _ _  }

_ _ _ _ for (int i = 0; i_<_vertices.Length; i++)
       ____ vertices[i].Normal.Normalize();
