Optimal display of large 32 Byte float texture

Hi all,
I start with openGl and shader, any help is very useful for me

Here 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.

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