/// <summary>
 /// Re-randomizes the stars drawn in the far area
 /// </summary>
 void RefreshBackground(int numStars)
 {
     if (numStars > Stars.Length / 4)
     {
         int PreviousStarNumber = Stars.Length / 4;
         Array.Resize <VertexPositionColorTexture>(ref Stars, numStars * 4);
         Array.Resize <int>(ref StarIndex, numStars * 6);
         for (int i = PreviousStarNumber; i < numStars; i++)
         {
             Vector3 position = Manager.GetRandomNormal()
                                * (0.6f + 0.4f * (float)MyGame.random.NextDouble());
             Vector2 texture = new Vector2(0.1f * MyGame.random.Next(10), 0.1f * MyGame.random.Next(10));
             Stars[i * 4] = new VertexPositionColorTexture(
                 position
                 , Manager.GetRandomColor(true)
                 , texture);
             Stars[i * 4 + 1] = new VertexPositionColorTexture(
                 position
                 , Manager.GetRandomColor(true)
                 , texture + Vector2.UnitX * 0.099f);
             Stars[i * 4 + 2] = new VertexPositionColorTexture(
                 position
                 , Manager.GetRandomColor(true)
                 , texture + Vector2.UnitY * 0.099f);
             Stars[i * 4 + 3] = new VertexPositionColorTexture(
                 position
                 , Manager.GetRandomColor(true)
                 , texture + Vector2.One * 0.099f);
             StarIndex[i * 6]     = i * 4;
             StarIndex[i * 6 + 1] = i * 4 + 1;
             StarIndex[i * 6 + 2] = i * 4 + 3;
             StarIndex[i * 6 + 3] = i * 4;
             StarIndex[i * 6 + 4] = i * 4 + 3;
             StarIndex[i * 6 + 5] = i * 4 + 2;
         }
     }
     else if (numStars < Stars.Length / 4)
     {
         Array.Resize <int>(ref StarIndex, numStars * 6);
         //Randomize the order of stars a bit
         int numChanges = Stars.Length / 4 - numStars;
         for (int i = 0; i < numChanges; i++)
         {
             int OtherIndex = MyGame.random.Next(Stars.Length / 4);
             VertexPositionColorTexture temp;
             for (int j = 0; j < 4; j++)
             {
                 temp                      = Stars[i * 4 + j];
                 Stars[i * 4 + j]          = Stars[OtherIndex * 4 + j];
                 Stars[OtherIndex * 4 + j] = temp;
             }
         }
         Array.Resize <VertexPositionColorTexture>(ref Stars, numStars * 4);
     }
 }