I am using a standard heightmapped procedural terrain in my project. However, I want the terrain to appear spherical when the user zooms out. This is an attempt to simulate the appearance of a spherical planet. Here is my current algorithm:
//get the direction from the "planet" center to this vert Vector3 sphereCentertoVertPosition = vert.Position - SphereCenter; sphereCentertoVertPosition.Normalize(); //our rotation axis is the cross between the direction from this vert to the planet center and the root (center of the terrain) to the planet center RotationAxis = Vector3.Cross(sphereCentertoVertPosition, sphereCenterToRootPosition); //the amount we rotate is based on the distance of this vert from the center of the terrain Vector3 fromCenter = vert.Position - Root.Position; float amount = (fromCenter.Length() / ((myTextureWidth / Scale) / 2)) * (float)Math.PI; Quaternion rot = Quaternion.CreateFromAxisAngle(RotationAxis, amount); Vector3.Transform(ref vert.Position, ref rot, out vert.Position); My main concern is that the rotation axis is not correct. Theoretically, should it be the cross between the vert-to-planet-center and the terrain-center-to-planet-center?

