I\'m trying to implement the code from this tutorial, but in much greater proportions (radius = 100000 units).
I don\'t know if the size matters but on my earth rend
What you're experiencing is z-fighting due to insufficient depth buffer resolution.
You basically have three options to counteract this:
Write / use a multi-texture shader that renders all three textures on one sphere.
Increase the distance between the sphere faces. / Decrease the distance between your near and far clipping planes.
Use polygonOffset
and the POLYGON_OFFSET_FILL
renderstate to offset depth values written by your outer sphere. Read more about polygonOffset here.