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    <p><a href="http://www.bottlenose.demon.co.uk/share/fracplanet/index.htm">Fracplanet</a> can save out "spheremap" texture maps (and bump maps); see the images towards the bottom of the <a href="http://www.bottlenose.demon.co.uk/share/fracplanet/gallery.htm">gallery</a>. These are intended to be subsequently read into an app and mapped onto relatively low resolution sphere geometry to achieve the very effect I think you're looking for. This approach will use less memory than the pre-rendered animation approach or using the original full resolution polygon model. </p> <p>Yes this is basically your second bullet point but I wouldn't be so quick to rule that approach out and I think you'll find you can get away with a lower resolution sphere than you anticipate; the eye notices the fine detail in the texture far more than it notices the low resolution of the geometry it's draped over. Modern <a href="http://msdn.microsoft.com/en-us/library/ff476340%28v=vs.85%29.aspx">tessellation hardware</a> means you can probably get the GPU to easily generate and render a ridiculous number of polygons for a sphere for you anyway.</p> <p>Alternative idea: render a single square quad polygon sufficiently large to cover the planet. For each pixel within that, execute a pixel-shader which computes the screen-ray-sphere intersection point (if any). Look up the colour from the planet texture (taking time and planet rotation into account). Avoids the need for a lot of polygons and gets you an exact sphere. </p>
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