So I found out that texturing planets can be really hard. I created a 4096k image and wrapped it around a high poly sphere. Apart from the possible memory management performance issue that comes with a 3-4 mb image, the texture looks bad / pixelated on a close up (orbital) view.
I was thinking that I could maybe increase the resolution significantly by splitting up the picture. Then create a low, medium and high version of each section. If the camera viewport is very close to that particular section then render the high resolution image. If far away remove image from memory and apply low or medium version.
To be honest I am not sure what strategy to use to render high quality planets. Should I maybe avoid textures and just use height maps and color the planet with Javascript? Same thing for the clouds. Should I create a sphere with an alpha map or should I use shaders?
As you can see this is the issue im having and hopefully you could enlighten me. Performance with Webgl / three.js has significantly improved over time but since this is all done within the browser I assume thinking about the right solution is vital in the long term.
