   LARGE 32 BYTE FLOAT TEXTURE DISPLAY
  Hi all,I start with openGl and shader, any help is very useful for meHere is my problem:I'm trying to write software to display a big floating point textures (RGB image 32 float). I am using :glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGB32_NV, w1, h1, 0,GL_RGB, GL_FLOAT, tableau);It work correctly but the PROBLEMEM, that when the texture is greater than 4096*4096 (data in stocked in the “tableau”), I obtain segmentation fault, I think it’s normal because I’m using nvdia 5200 card (this is the limit) …Does any body know this problem? And have a good idea to view big texture (for example 16000*16000 ) ? My question is :1)how i can with shader tile my big image into multiple textures? if we now some code example, it is very cool ...2)i hope for optimal method with maximum of speed...I now that it is possible to use Memory Mapping (CPU) but i'm not sure if it is possible in the case of shader+OpenGl(GPU)?Thanks a lot.   