On Sun, Jan 6, 2013 at 10:21 AM, Antony Riakiotakis <[email protected]> wrote:
> Even better, a shader could calculate this much more efficiently. and
> avoid the gouraud shading artifacts and the vertex transform overhead
> that will surely occur if trying to do this with a sphere.

Theres been a patch in the tracker for a while that does this.
Updated for svn r53574.

http://projects.blender.org/tracker/?func=detail&aid=22747
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