6 hours ago, Gnollrunner said:
Finally a third option is to sub-divide an icosahedron. This is my goto sphere! It gives you far more even triangulation but it's trickier to generate algorithmically.
I submit that an icosphere is not particularly tricky to generate algorithmically. Once you have hardcoded the indexing of the base icosohedron, subdivision is fairly straightforward.
To put my money where my mouth is, here's a straightforward implementation ripped from a current project (feel free to use/adapt if you like).
I'd also say to the OP, that triangle strips aren't really a worthwhile optimisation here. It's quite tricky to generate a sliced sphere in a single triangle strip (typically requiring the introduction of degenerate triangles), so at best you'll save a (very small) amount of memory, and at worst you end up rendering using multiple strips which means multiple draw calls... and that's more expensive than just using a triangle list instead.