UV sphere now uses equirectangular mapping to generate UVs. I would have liked to use quads on the top and bottom row but those faces only have 3 vertices so I went with the spiky triangles.
The rounding is done by scaling the x coordinate by an arbitrary factor of sin(phi*0.7) i.e. the code looks something like
theta = atan2f(y,x); float phi = acos(z / len); float phiScaled = (phi-M_PI/2.0f)*0.7f + M_PI/2.0f; luv->uv[0] = 0.5f + sin(phiScaled) * theta / (float)M_PI / 2.0f; luv->uv[1] = 1.0f - phiScaled / (float)M_PI;
Related to D2186 though I believe both patches can be applied independently of one another.
