final double dInvRoot = 1.0 / Math.sqrt(1.0 + dGoldenRatio * dGoldenRatio);
final float dU = (float) (dGoldenRatio * dInvRoot * _sideLength);
final float dV = (float) (dInvRoot * _sideLength);
final FloatBuffer vbuf = _meshData.getVertexBuffer();
vbuf.rewind();
vbuf.put(dU).put(dV).put(0.0f);
vbuf.put(-dU).put(dV).put(0.0f);
vbuf.put(dU).put(-dV).put(0.0f);
vbuf.put(-dU).put(-dV).put(0.0f);
vbuf.put(dV).put(0.0f).put(dU);