Which method are you using to fit the texture fit the planet? I’m not seeing any obvious distortions, so I’m interested.
JME has this awesome class:
// Some textures
ProceduralTextureGenerator pt = new ProceduralTextureGenerator(
heightMap);
pt.addTexture(new ImageIcon(TestTerrain.class.getClassLoader()
.getResource("jmetest/data/texture/grassb.png")),
-128, 0, 128);
pt.addTexture(new ImageIcon(TestTerrain.class.getClassLoader()
.getResource("jmetest/data/texture/dirt.jpg")),
0, 128, 255);
pt.addTexture(new ImageIcon(TestTerrain.class.getClassLoader()
.getResource("jmetest/data/texture/highest.jpg")),
128, 255,
384);
pt.createTexture(256);
Basically, if you created your landscape image into greyscale (instead of your colour blend), loaded it as a heightmap in jme, then used that, it blends your terrain textures into the appropriate terrain levels… So instead of using a colour range, it would be more detailed. You could also use the greyscale map as a bumpmap, or use the same method to make a spec map (shiny oceans). As an addition, you could also use your same technique for planets to create a transparent cloud image and draw that sphere outside your current one for atmosphere [EDIT: see you already have, nice one!].
If you post the texture from your planet generation algorithm, I can dump it into the program for you, see what you think?