Where do you have the sphere mesh from?

The mesh should have so called texture coordiantes which determine how texture is wrapped on it. If you used Primitives.getSphere() to get the sphere then I think you should use another method to get a sphere (even if you used Object3D.calcTextureWrapSpherical() on the sphere).

Here a little class to create a sphere with usable texture coords (use ExtendedPrimitives.createSphere()):

`public class ExtendedPrimitives {`

/**

* Creates a sphere with a specific radius.

* @param radius of the sphere

* @param quads Number of quads that should be used for the sphere. You should seriously not use more quads than

* you need!

* @return the created sphere

*/

public static Object3D createSphere(float radius, int quads) {

float size = 2 * radius;

return createEllipsoid(new SimpleVector(size, size, size), quads);

}

/**

* Creates an ellipsoid with given width, height and depth.

* @param size Vector that contains width, height and depth

* @param quads Number of quads that should be used for the sphere. You should seriously not use more quads than

* you need!

* @return the created ellipsoid

*/

public static Object3D createEllipsoid(SimpleVector size, int quads) {

int yQuads = Math.max(quads / 2 + 1, 3);

Object3D obj = new Object3D(2 * quads * yQuads);

// Prepare vertices

SimpleVector[][] v = new SimpleVector[quads][yQuads];

for (int y = 0; y < yQuads; y++) {

float yAngle = (float) (Math.PI * y / (yQuads - 1));

float yPos = - 0.5f * size.y * (float) Math.cos(yAngle);

float yRadius = (float) Math.sin(yAngle);

for (int x = 0; x < quads; x++) {

float xAngle = (float) (2 * Math.PI * x / quads);

float xPos = 0.5f * size.x * (float) Math.cos(xAngle) * yRadius;

float zPos = 0.5f * size.z * (float) Math.sin(xAngle) * yRadius;

v[x][y] = new SimpleVector(xPos, yPos, zPos);

}

}

// Create quads

float v0 = 0;

float v1 = 1f / (yQuads - 1);

float vStep = v1;

for (int y = 0; y + 1 < yQuads; y++) {

for (int x = 0; x < quads; x++) {

float u0 = 2f * (float) x / quads;

float u1 = 2f * (float) (x + 1) / quads;

if (y > 0) {

obj.addTriangle(v[x][y], u0, v0,

v[x][y + 1], u0, v1,

v[(x + 1) % quads][y], u1, v0);

}

if (y + 2 < yQuads) {

obj.addTriangle(v[(x + 1) % quads][y], u1, v0,

v[x][y + 1], u0, v1,

v[(x + 1) % quads][y + 1], u1, v1);

}

}

v0 = v1;

v1 += vStep;

}

return obj;

}

This methods, together with some others that also create primitives, will be included in jpct.util next time. So you could also wait until next release

.