Simplest alternative to clipping would be to generate a triangulated volume of the boundary (if you don't already have a volumetric representation) using something like poly2tri. Then subdivide the mesh until all its edge lengths are below a certain threshold (to prevent too much distortion when you map its vertices to a sphere). If the map itself is triangulated you don't have to draw the sphere underneath it, avoiding possible intersection/z-fighting issues.
eppoMember Since 14 Mar 2008
Offline Last Active Jan 22 2015 05:52 AM