quad:Sphere(radius, slices, stacks)
If the orientation is set to #GLU_OUTSIDE
(with quad:Orientation()), then any normals generated point away from the
center of the sphere. Otherwise, they point toward the center of the sphere.
If texturing is turned on (with quad:Texture()), then texture coordinates are generated so that t ranges from 0.0 at z = -radius to 1.0 at z = radius (t increases linearly along longitudinal lines), and s ranges from 0.0 at the +y axis, to 0.25 at the +x axis, to 0.5 at the -y axis, to 0.75 at the -x axis, and back to 1.0 at the +y axis.
Please consult an OpenGL reference manual for more information.