Comments and answers for "Mapping Cube to Sphere - Using 64 planes as a cube "side""
http://answers.unity.com/questions/730320/mapping-cube-to-sphere-using-64-planes-as-a-cube-s.html
The latest comments and answers for the question "Mapping Cube to Sphere - Using 64 planes as a cube "side""Answer by Komak57
http://answers.unity.com/answers/871620/view.html
The problem with your code is that normalized works by locking the direction from the origin, allowing you to move the vertex away from said point. This given point is what's know as the pivot. This pivot coordinate MUST be the same point used for all vertices, and should be deducted from the vertex coordinate, so that the normalized vertex ray will expand outwards by the given radius.
Next, having so many 64x64 planes will make for an extremely smooth sphere in most cases, you're talking about rendering up to 33,554,432 triangles. The render time for which will be flat out rediculous. What you'll want to look for, instead, is a basic plane with just enough vertices to keep the sphere from looking too blocky, and then applying various LOD methods to it to get better definition where the camera needs it. These methods include, but are not limited to, geo clipmapping, geo mipmapping, quad tree, octo tree, dynamic subdivision, etc.Thu, 08 Jan 2015 09:29:28 GMTKomak57