Currently busy trying to make a texture/fragment shader for generating planets instead of me manually drawing each one by hand. It's a pity they taught us Fixed Pipeline instead of Shaders when I studied Computer Graphics 2 or 3 years ago.
Hand drawn sprite on the left, shader generated on the right. Not much, but more than I had initially expected (i.e. nothing due to procrastination).
Still need to implement anti-aliasing, find a better formula to use than simple sin(x) (this is probably where splines come in)
Well the transparency was an easy one to fix, had to add the Queue = Transparent tag, disable Z-buffer and add Blend mode for SrcAlpha.