There might be more to it than I initially thought.
Keep in mind while reading,that I had problems with side z projection and Ulco
didn't have
these.So you better test for youself to be shure that it's not machine
specific.
To find out what's causing trouble I took a sphere (in XSI) and a checkerboard texture
of 8x16 squares and set it up like one would do for HDR backgrounds or IBL only that
it was projected on the outside of the sphere.(Double checked it with a panorama
HDRI).
Then I had a look at the UVs and it was similar to what I've tried before with Wings
and ZB.
After that I launched TG and took a sphere and loaded my 8x16 texture into the
default shaders colour image slot,set projection to object uvs and rendered.
Then spherical projection and render.
Both looked different compared to each other and compared to the results in XSI.
To be shure I tried the same with a planet of the same size as the sphere.
Same results.Results here showed a 4x8 texture in spherical mode.
Then I tried the image shader,again with object uvs and spherical(don't forget to set
the coordinates to be the same as the planets/spheres) different results compared
to the results attained with the default shader.
Result now showed a 8x16 texture in spherical mode,but still different to what you get
in an app like XSI.
The difference is in the polar regions and seems to be due to the mapping methods.
It's an interesting test and not only in regard to VDisp.
Have no idea yet how to solve that.