Next stage of my fun with globe texturing
Now I used standard texture cords. On second and third screen shot you can see random pixels of bitmap that is projected on globe. This bitmap have 1k x 1k size. 2 last screen shots show different globe projection (4th screen look very similar to original bitmap).
Downside of this is I need made 2 calls to `acos()` per pixel, this isnt cheap. But now I can easy modify globe surface, sink continents or creating craters that will be permanent.
Only thing left to do is apply standard xcom textures on my globe version, I cant use it directly on bitmap because different zoom lvl and nonlinear projection will make it ugly. Solution is store in bitmap only texture offset that will be used to determine what color will be on final pixel.