Help-trig for sphere z points

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The second code block I posted works. Did you TRY it?
I posted a working code, it just draws the points, I need faces drawn. I don't know how to define the faces. I had assumed that somebody could make the jump from drawn vertices to drawn faces.

Here is a complete program showing it.
Strict
GLGraphics 640,480
glEnable GL_DEPTH_TEST								'Enables Depth Testing
glMatrixMode GL_PROJECTION						'Select The Projection Matrix
glLoadIdentity										'Reset The Projection Matrix

 glOrtho(0,640,480,0,-1000,1000)				'Setup The Projection Matrix Frustum

glMatrixMode GL_MODELVIEW							'Select The ModelView Matrix
glLoadIdentity										'Reset The ModelView Matrix


Function draw_sphere(x#,y#,z#,x_divisions#,y_divisions#,radius#)

	
	Local sub#=180/y_divisions
	Local sub2#=360/x_divisions
	Local base=0
	For Local a#=0 To x_divisions
		glLoadIdentity()
		glTranslatef x,y,z
		glRotatef a*sub2,0,1,0
			glBegin GL_points
		For Local i#=0 To y_divisions
			' first point
			Local POINT_X#=Cos((i*sub)-90)*radius
			Local POINT_Y#=Sin((i*sub)-90)*radius
			
			glColor3f 1,1,1
			' draw points
			glVertex3f POINT_X,POINT_Y,0
			
	

			
		Next
		glEnd
	
	Next
	
End Function

While Not KeyHit( KEY_ESCAPE )

	glClear GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT		'Clear The Screen And The Depth Buffer
draw_sphere(320,240,0,20,20,100)
	Flip

Wend