I have a spherical clipmap based planet terrain. The entire planet is made from a ring geometry of 1 unit which the vertex shader moves to cover the entire planet of 6 million unit radius. But the planet gets culled whenever the starting point for this geometry isn't in the camera's view (which is 99.9999% of the planet).
What's the best solution for making sure the planet is viewable even when the original mesh isn't?
This is based on WebGL and Three.js.