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    Function sphereGeometry

    • A UV sphere centred on the origin (§53 "sphere").

      const geometry = sphereGeometry({ radius: 0.5, widthSegments: 24 });
      geometry.vertexCount; // (widthSegments + 1) × (heightSegments + 1)

      Latitude/longitude tessellation rather than an icosphere: it is the layout whose uv is a plain rectangle, which is what makes an equirectangular texture — the one people actually have for spheres — map without a seam chart. The cost is the pole singularity, where a row of quads degenerates into zero-area triangles; those rasterize to nothing and the surrounding normals stay exact, because they are the analytic position / radius.

      Uv is u = θ / 2π (0 at +X, advancing with the winding) and v = 0 at the south pole, 1 at the north — so v grows with +Y, matching §7a.

      Parameters

      Returns BufferGeometry