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What do you mean "out of range"? A texture that is too big for your 3D-API to accept? If so, you should consider whether you really need such a large texture at all. Most (newer) video cards will accept textures up to 2048x2048, which should be plenty big.
However, if you really need to split it, you can help the mipmap issue by making each piece of the texture a bit bigger and including some of the pixels from surrounding pieces. Then modify the texture coordinates so only the center part of each piece is mapped. The extra "border" pixels will reduce the visibility of the seams at high mip levels.
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