I suppose the use of some kind of mesh to map the stars too is inevitable by the sounds of it, rather than somehow trying to create a ‘virtual’ sphere by mapping the texture to screenspace and somehow manipulating the UV’s based on camera direction/location.
Perhaps I can find a way to factor the world position & forward vector of the camera into the math of the Sky Dome, so that I don’t have to move a mesh to stay with the camera, and the mesh can stay static. This would be better, since my game is for 32 tablet-based players which are all clients of a PC server.