I created a uv sphere model in Blender, and I'm loading it as an obj into my OpenGL game. I'm attempting to model a 2d image as a texture for this sphere to make the moon, but I've run into this issue.
I have looked hard for a solution, and I've found others with similar problems. However, I can't figure out how to implement their solutions. I don't understand what they're trying to say enough to fix it. They mention something about the wrapping of the texture coordinates from 1.0 to 0.0 where the triangles meet.
What is being rendered appears to be the entire correct moon model for 95% of the sphere and then the entire image file rendering between this 0.95 and 1.0.
Any help with understanding this or solving it would be greatly appreciated. I'm loading the obj with the code seen here.