Artifact from translating textured sphere

I’ve banged my head against this problem for a bit and wondering if anyone can help. I’m trying to create a “planet”. I’ve been able to add a sphere, texture it, rotate it, move it around and animate it. My issue comes when I move the “planet”. An artifact seems to appear. I’ve attached an image of the artifact. It doesn’t appear if I don’t move the node from 0,0,0. From playing around with the code I’m guessing it has something to do with how I’m texturing the “planet”.







Here is the code for my “Planet”.



import com.jme.bounding.BoundingSphere;

import com.jme.image.Texture;

import com.jme.math.FastMath;
import com.jme.math.Vector3f;

import com.jme.scene.Node;

import com.jme.scene.shape.Sphere;

import com.jme.scene.state.TextureState;

import com.jme.system.DisplaySystem;

import com.jme.util.TextureManager;

public class Planet extends Node {
   private static final long serialVersionUID = 1L;

   private TextureState ts;

   private Sphere sphere;

   private float angle;

   public Planet(String name, String texturePath, Vector3f loc,
         DisplaySystem display) {
      super(name);
      angle = 0.0f;

      // Create the planet.
      sphere = new Sphere(name, 100, 100, 25);

      ts = display.getRenderer().createTextureState();
      ts.setEnabled(true);
      ts.setTexture(TextureManager.loadTexture(getClass().getResource(
            texturePath), Texture.MinificationFilter.BilinearNoMipMaps,
            Texture.MagnificationFilter.Bilinear, 0.0f, false));
      sphere.setRenderState(ts);
      attachChild(sphere);

      // Move the planet.
      setLocalTranslation(loc);
      getLocalRotation().fromAngleAxis(FastMath.DEG_TO_RAD * -2.11f,
            Vector3f.UNIT_Y);

      // update the scene graph for rendering
      setModelBound(new BoundingSphere());
      updateModelBound();
      updateGeometricState(0.0f, true);
      updateRenderState();
   }

   @Override
   public void updateWorldData(float time) {
      super.updateWorldData(time);
      // Rotate.
      angle += 0.10471f * time;
      if (angle > (2 * FastMath.PI))
         angle = 0.0f;
      sphere.getLocalRotation().fromAngleAxis(angle, Vector3f.UNIT_Z);

      // Orbit.
      // angle += 0.01f;
      // ex = 40 * FastMath.cos(angle);
      // ez = 40 * FastMath.sin(angle);
      // setLocalTranslation(new Vector3f(ex, 0, ez));
   }
}



Thanks in advance.