//have to add new entry for GL Circle to draw sensor bubbles around taskgroups/populations/missile contacts
        //CircleElement has the circle in it already, but that might be inappropriate for what I want
        //SceenElement has the lable properly done.

        public SensorElement(GLEffect a_oDefaultEffect, Vector3 a_oPosition, float a_fRadius, System.Drawing.Color a_oColor, String LabelText, GameEntity Ent,  ComponentTypeTN SType, Sceen ParentSceenArg)
            : base()
        {
            _ParentSceen = ParentSceenArg;

            _DisplayRadius = a_fRadius;

            m_oPrimaryPrimitive = new GLCircle(a_oDefaultEffect,
                        a_oPosition,
                        a_fRadius,
                        a_oColor,
                        UIConstants.Textures.DEFAULT_TEXTURE);

            m_lPrimitives.Add(m_oPrimaryPrimitive);

            int LabelMid = LabelText.Length / 4;
            float xAdjust = -LabelMid * (UIConstants.DEFAULT_TEXT_SIZE.X / _ParentSceen.ZoomSclaer);
            float yAdjust = 10.0f / ParentSceenArg.ZoomSclaer;
            Vector3 LPos = new Vector3(xAdjust, (a_fRadius + yAdjust), 0.0f);
            LPos = LPos + a_oPosition;
            Lable = new GLUtilities.GLFont(a_oDefaultEffect, LPos, UIConstants.DEFAULT_TEXT_SIZE, a_oColor, UIConstants.Textures.DEFAULT_GLFONT2, LabelText);
            Lable.Size = UIConstants.DEFAULT_TEXT_SIZE / ParentSceenArg.ZoomSclaer;
            SetActualPosition(a_oPosition);

            SceenEntity = Ent;
            _SensorType = SType;
        }
        public CircleElement(GLEffect a_oDefaultEffect, Vector3 a_oPosition, OrbitingEntity a_oOrbitEntity, System.Drawing.Color a_oColor)
            : base()
        {

            m_oPrimaryPrimitive = new GLCircle(a_oDefaultEffect,
                        a_oPosition,
                        a_oOrbitEntity,
                        a_oColor,
                        UIConstants.Textures.DEFAULT_TEXTURE);

            m_lPrimitives.Add(m_oPrimaryPrimitive);
        }