Seeking assistance to overcome a challenge :) I am using Three.JS to showcase high-resolution equirectangular images on a sphere (20000x10000 pixels). Image quality is crucial for my web application, and bandwidth is not a concern. My issue is that ThreeJS resizes images due to the WebGL MaxTextureSize limit being exceeded. Is there a method to bypass this limitation? Perhaps by dividing textures into multiple parts? What would be the most effective approach to tackle this problem?
Thank you and have a wonderful day!
Alex