Creating realistic textures for planets has proven to be quite challenging. Despite using a 4096k image wrapped around a high poly sphere, there are performance issues due to the large file size and the texture appearing pixelated at close range.
One solution I am considering is to divide the image into sections and create low, medium, and high resolution versions of each. Then, based on the proximity of the camera viewport, render the appropriate resolution to optimize memory usage.
https://i.sstatic.net/rKm98.jpg
I'm undecided on the best approach for rendering high-quality planets. Should I explore alternatives to traditional texturing, such as using height maps with Javascript for coloring? The same dilemma applies to creating realistic clouds - should I utilize shaders or alpha maps on a sphere?
This dilemma highlights the challenges I am currently facing, and I would appreciate any insights you may have. While Webgl/three.js performance has improved, finding the right long-term solution within the browser environment is crucial.