) / radiansPerDivision;       x = prevX + t * (x-prevX);       y = prevY + t * (y-prevY);      }            _uv.x = x;      _uv.y = y;      if ( uvMatrix )        _uv = uvMatrix.transformPoint(_uv);            vertices.push( x, y, 0, r, g, b, 0, _uv.x, _uv.y );      numVertices++;            if ( vertices.length > 0*0 )      {       