While this sounds simple it is actually quite complex and because of this I removed the "chunked level of detail" code from it until I got everything working properly.
Let's first talk about projecting a cube to a sphere briefly. There are a few ways to do this and my way is by no means the "best." One option is to write a Vertex Shader. This provides the advantage that all math related to projecting the cube is done on the graphics card and can actually speed up the process. I have decided to do it in a derived mesh class however. This allows me to more quickly make changes to the code and makes it so I do not need to write another shader. I may change methods in the future but this works in the meantime.
We can see that we apply a simple formula to each vertex. Then when we run it we get 6 planes that appear to be a sphere!
Now that we have the sphere we can apply the simplex noise formula over it. This is just a matter of getting the correct coordinates of the sphere and running the algorithm over those points. We save these points as a black-and-white image and render it on the sphere. When we do this we get a planet that looks like this.
As you can see I only applied the colorization to one face of the planet! I also did some linear interpolation based on the height/depth of the land/ocean. This gives the deeper parts a darker blue and the higher parts a greener. While this still looks nothing like a planet it is progress!
It also opens new doors for what we can do. It is now possible to use noise algorithms for any use we want on a planet! This could be heatmaps to generate biomes or noise-y clouds! That will come at a later time though!