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screenX/Y calls in Esfera example are redundant
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@@ -69,8 +69,6 @@ class pelo
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float x = radio * cos(theta) * cos(phi);
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float y = radio * cos(theta) * sin(phi);
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float z = radio * sin(theta);
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float msx= screenX(x,y,z);
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float msy= screenY(x,y,z);
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float xo = radio * cos(thetaff) * cos(phff);
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float yo = radio * cos(thetaff) * sin(phff);
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@@ -88,4 +86,4 @@ class pelo
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vertex(xb,yb,zb);
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endShape();
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}
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}
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}
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