[c++] Creating a 3D sphere in Opengl using Visual C++

Datanewolf's code is ALMOST right. I had to reverse both the winding and the normals to make it work properly with the fixed pipeline. The below works correctly with cull on or off for me:

std::vector<GLfloat> vertices;
std::vector<GLfloat> normals;
std::vector<GLfloat> texcoords;
std::vector<GLushort> indices;

float const R = 1./(float)(rings-1);
float const S = 1./(float)(sectors-1);
int r, s;

vertices.resize(rings * sectors * 3);
normals.resize(rings * sectors * 3);
texcoords.resize(rings * sectors * 2);
std::vector<GLfloat>::iterator v = vertices.begin();
std::vector<GLfloat>::iterator n = normals.begin();
std::vector<GLfloat>::iterator t = texcoords.begin();
for(r = 0; r < rings; r++) for(s = 0; s < sectors; s++) {
    float const y = sin( -M_PI_2 + M_PI * r * R );
    float const x = cos(2*M_PI * s * S) * sin( M_PI * r * R );
    float const z = sin(2*M_PI * s * S) * sin( M_PI * r * R );

    *t++ = s*S;
    *t++ = r*R;

    *v++ = x * radius;
    *v++ = y * radius;
    *v++ = z * radius;

    *n++ = -x;
    *n++ = -y;
    *n++ = -z;
}

indices.resize(rings * sectors * 4);
std::vector<GLushort>::iterator i = indices.begin();
for(r = 0; r < rings-1; r++)
    for(s = 0; s < sectors-1; s++) {
       /* 
        *i++ = r * sectors + s;
        *i++ = r * sectors + (s+1);
        *i++ = (r+1) * sectors + (s+1);
        *i++ = (r+1) * sectors + s;
        */
         *i++ = (r+1) * sectors + s;
         *i++ = (r+1) * sectors + (s+1);
        *i++ = r * sectors + (s+1);
         *i++ = r * sectors + s;

}

Edit: There was a question on how to draw this... in my code I encapsulate these values in a G3DModel class. This is my code to setup the frame, draw the model, and end it:

void GraphicsProvider3DPriv::BeginFrame()const{
        int win_width;
        int win_height;// framework of choice here
        glfwGetWindowSize(window, &win_width, &win_height); // retrieve window
        float const win_aspect = (float)win_width / (float)win_height;
        // set lighting
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);
        glEnable(GL_DEPTH_TEST);
        GLfloat lightpos[] = {0, 0.0, 0, 0.};
        glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
        GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
        glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
        // set up world transform
        glClearColor(0.f, 0.f, 0.f, 1.f);
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT|GL_ACCUM_BUFFER_BIT);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();

        gluPerspective(45, win_aspect, 1, 10);

        glMatrixMode(GL_MODELVIEW);

    }


    void GraphicsProvider3DPriv::DrawModel(const G3DModel* model, const Transform3D transform)const{
        G3DModelPriv* privModel = (G3DModelPriv *)model;
        glPushMatrix();
        glLoadMatrixf(transform.GetOGLData());

        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_NORMAL_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);

        glVertexPointer(3, GL_FLOAT, 0, &privModel->vertices[0]);
        glNormalPointer(GL_FLOAT, 0, &privModel->normals[0]);
        glTexCoordPointer(2, GL_FLOAT, 0, &privModel->texcoords[0]);

        glEnable(GL_TEXTURE_2D);
        //glFrontFace(GL_CCW);
        glEnable(GL_CULL_FACE);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, privModel->texname);

        glDrawElements(GL_QUADS, privModel->indices.size(), GL_UNSIGNED_SHORT, &privModel->indices[0]);
        glPopMatrix();
        glDisable(GL_TEXTURE_2D);

    }

    void GraphicsProvider3DPriv::EndFrame()const{
        /* Swap front and back buffers */
        glDisable(GL_LIGHTING);
        glDisable(GL_LIGHT0);
        glDisable(GL_CULL_FACE);
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }