Well maybe that looks better but doesn't mean glow texture couldn't be split and colorized like that aswell

This is what i came up with the glow texture (new texture):
http://i30.tinypic.com/iqlt8x.jpg

Read the nehe link or something about rotating the matrix and it works. In my sample program the planet follows cursor and glow is always placed properly around planet.

[pascal]// * Atmosphere effect *
glPushMatrix;
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);

glGetfloatv(GL_MODELVIEW_MATRIX,@mat);
// Store position from modelview
pos.x:=mat[3,0]; pos.y:=mat[3,1]; pos.z:=mat[3,2];
// Look-at vector from position to 0 (camera)
look.x:=-pos.x;
look.y:=-pos.y;
look.z:=-pos.z;
norm(@look.x);
// Define a temporary up vector
up.x:=0; up.y:=1; up.z:=0;
// Crossproduct look and up to get right
right:=crossproduct(@look,@up);
// Crossproduct look and right to get proper up vector
up:=crossproduct(@look,@right);
// Place vectors back to matrix
copymemory(@mat[0,0], @right.x, sizeof(single)*3);
copymemory(@mat[1,0], @up.x, sizeof(single)*3);
copymemory(@mat[2,0], @look.x, sizeof(single)*3);

glLoadIdentity;
glMultMatrixf(@mat);
tex.SetTex(0);
AddBlend(true);
glColor3f(0.4,0.6,1);
RectT(A_rad,-A_rad,-A_rad,A_rad); // Render quad

AddBlend(false);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glPopMatrix;
// * End atmosphere effect *[/pascal]