I'm trying to create geometry to represent the Earth in OpenGL. I have what's more or less a sphere (closer to the elliptical geoid that Earth is though). I map a texture of the Earth's surface (that's probably a mercator projection or something similar). The texture's UV coordinates correspond to the geometry's latitude and longitude. I have two issues that I'm unable to solve. I am using OpenSceneGraph but I think this is a general OpenGL / 3D programming question.
There's a texture seam that's very apparent. I'm sure this occurs because I don't know how to map the UV coordinates to XYZ where the seam occurs. I only map UV coords up to the last vertex before wrapping around... You'd need to map two different UV coordinates to the same XYZ vertex to eliminate the seam. Is there a commonly used trick to get around this, or am I just doing it wrong?
There's crazy swirly distortion going on at the poles. I'm guessing this because I map a single UV point at the poles (for Earth, I use [0.5,1] for the North Pole, and [0.5,0] for the South Pole). What else would you do though? I can sort of live with this... but its extremely noticeable at lower resolution meshes.
I've attached an image to show what I'm talking about.