I’ve found some old threads on this problem, but what I found in them as a solution doesn’t really work.
When applying a texture to a sphere mesh in a shader, the texture does not cover the whole sphere, and is repeated in a thin slice. By uncommenting a line in the shader:
//Wrap0 = U; // useful when mesh is round like a sphere
the situation is improved, but there is still a slice of repeated image (see attached file).
Has this been resolved? Is there another approach to applying textures to spheres?
sphere-texture.zip (60.2 kB)