I'd like to get some help with texturing a 3d sphere, Im using the following code to draw a sphere:

` public static void testing() {`

final float PI = 3.141592f;

float x, y, z, alpha, beta; // Storage for coordinates and angles

float radius = 60f;

int gradation = 20;

for (alpha = 0.0f; alpha < PI; alpha += PI / gradation) {

glBegin(GL_TRIANGLE_STRIP);

for (beta = 0.0f; beta < 2.01 * PI; beta += PI / gradation) {

x = (float) (radius * Math.cos(beta) * Math.sin(alpha));

y = (float) (radius * Math.sin(beta) * Math.sin(alpha));

z = (float) (radius * Math.cos(alpha));

glVertex3f(x, y, z);

x = (float) (radius * Math.cos(beta) * Math.sin(alpha + PI / gradation));

y = (float) (radius * Math.sin(beta) * Math.sin(alpha + PI / gradation));

z = (float) (radius * Math.cos(alpha + PI / gradation));

glVertex3f(x, y, z);

}

glEnd();

}

}

The 3d sphere works just as it should, but I just don't really understand how to draw the texture on to it, I used slick utils to load the texture etc, and I manage to texture the sphere, but not really the way I need it to, how do I match/map the texture to the model? do I need to use glTexCoord2f go each glVertex3f? how does that work exactly? And how does the glVertex3f really works? Thanks.