private void ComputeFixedRectangular(RenderContext11 renderContext)
 {
     WorldMatrix = Matrix3d.Identity;
     WorldMatrix.Translate(Translation);
     WorldMatrix.Rotate(Quaternion.RotationYawPitchRoll((float)((Heading) / 180.0 * Math.PI), (float)(Pitch / 180.0 * Math.PI), (float)(Roll / 180.0 * Math.PI)));
     WorldMatrix.Scale(new Vector3d(Scale, Scale, Scale));
     WorldMatrix.Rotate(Quaternion.RotationYawPitchRoll((float)(Coordinates.MstFromUTC2(SpaceTimeController.Now, 0) / 180 * Math.PI), (float)0, (float)0));
 }