Returns -1 if an invalid attribute or value is specified, 0 otherwise.
DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
sssspppphhhhmmmmoooodddd is used to specify the attributes of a sphere.
The sphere attributes and valid settings are as follows:
SSSSPPPPHHHHTTTTEEEESSSS
selects the type of sphere tesselation. Valid settings for
tesselation are: SSSSPPPPHHHHOOOOCCCCTTTT, SSSSPPPPHHHHIIIICCCCOOOOSSSS, SSSSPPPPHHHHBBBBAAAARRRR, SSSSPPPPHHHHCCCCUUUUBBBB, and SSSSPPPPHHHHBBBBIIIILLLL. These
constants correspond to algorithms that tesselate a sphere into
polygons based on the following types of tesselation: octahedral,
icosahedral, barycentric, cubic, and bilinear tesselation. The
octahedral, icosahedral, and cubic methods tesselate by subdividing
the original faces of the base form. The barycentric method
guarantees that all of the triangles have equal area and has the
same number of triangles as the octahedral tesselation. The
bilinear tesselation is the traditional longitude-latitude method.
The default tesselation is SSSSPPPPHHHHOOOOCCCCTTTT.
SSSSPPPPHHHHDDDDEEEEPPPP
sets depth of sphere tesselation. The number of polygons in a sphere
is a function of the tesselation type, depth, and primitive used.
Higher depth values result in more polygons, and hence a smoother
looking sphere that takes longer to draw. Valid settings for sphere
depth are any value from 1 to SSSSPPPPHHHHMMMMXXXXDDDD, inclusive. The default sphere
depth is 5.
SSSSPPPPHHHHPPPPRRRRIIII
selects the GL drawing primitive. Valid settings for sphere
primitive are: SSSSPPPPHHHHPPPPOOOOLLLL, SSSSPPPPHHHHMMMMSSSSHHHH, SSSSPPPPHHHHLLLLIIIINNNN, and SSSSPPPPHHHHPPPPNNNNTTTT. When the
primitive attribute is set to SSSSPPPPHHHHPPPPOOOOLLLL, independent triangles or quads
are drawn, depending on the sphere tesselation type. When using
SSSSPPPPHHHHMMMMSSSSHHHH, tmeshes or qstrips are used. The default value for the