Proscenium贴图不能衔接

这是我的代码,图片尺寸为3000*1500时,贴图显示完整,当图片的尺寸为5000*2500时,就出来不能衔接的问题,请问怎么解决?
Fd.as
package
          import com.adobe.display.Color;
          import com.adobe.scenegraph.MaterialBinding;
          import com.adobe.scenegraph.MaterialStandard;
          import com.adobe.scenegraph.MeshUtils;
          import com.adobe.scenegraph.SceneLight;
          import com.adobe.scenegraph.SceneMesh;
          import com.adobe.scenegraph.TextureMap;
          import com.adobe.scenegraph.loaders.MaterialData;
          import com.adobe.utils.LoadTracker;
          import flash.display.Bitmap;
          import flash.display.InteractiveObject;
          import flash.events.MouseEvent;
          import flash.geom.Point;
          import flash.geom.Vector3D;
          import flash.utils.Dictionary;
          public class Fd extends BasicDemo
                    public function Fd()
                              super();
                    override protected function initModels():void
                              var filenames:Vector.<String> = new Vector.<String>();
                              filenames.push( "a.jpg" );
                              LoadTracker.loadImages( filenames, imageCallback);
                    private function imageCallback(bitmaps:Dictionary):void{
                              var tile:TextureMap = new TextureMap( bitmaps["a.jpg" ].bitmapData,true,true,false,0,"",true); 
                              var sphere2Material:MaterialStandard = new MaterialStandard( "sphere 2" );                               
                              sphere2Material.emissiveMap = tile; 
                              var sphere2:SceneMesh = MeshUtils.createSphere( 10, 100, 100, sphere2Material, "Sphere 2","d",1,1,1,1);                              
                              this.scene.addChild(sphere2);
                    override protected function initLights():void
BasicDemo.as
// ================================================================================
//          ADOBE SYSTEMS INCORPORATED
//          Copyright 2011 Adobe Systems Incorporated
//          All Rights Reserved.
//          NOTICE: Adobe permits you to use, modify, and distribute this file
//          in accordance with the terms of the license agreement accompanying it.
// ================================================================================
package
          // ===========================================================================
          //          Imports
          import com.adobe.display.*;
          import com.adobe.scenegraph.*;
          import flash.display.*;
          import flash.display3D.*;
          import flash.events.*;
          import flash.geom.*;
          import flash.utils.*;
          // ===========================================================================
          //          Class
           * BasicDemo provides default lighting and keyboard navigation features in addition to BasicScene features.
           * BasicScene is a part of Proscenium, and is designed to provide some convenience features.
           * BasicDemo is used for most of Proscenium samples.
           * Proscenium can also be used for applications that directly extend Sprite. See Tutorial_SpriteBased.as.
          public class BasicDemo extends BasicScene
                    // ======================================================================
                    //          Constants
                    protected static const CAMERA_ORIGIN:Vector3D                                        = new Vector3D(0,0,0);
                    protected static const ORIGIN:Vector3D                                                            = new Vector3D(0,0,90);
                    protected static const PAN_AMOUNT:Number                                                  = .25;
                    protected static const ROTATE_AMOUNT:Number                                                  = 4;
                    // ======================================================================
                    //          Properties
                    public var plane:SceneMesh;
                    public var lights:Vector.<SceneLight>;
                    public var shadowMapEnabled:Boolean = true;
                    public var shadowMapSize:uint = 2048;
                    public var enableLightSpheres:Boolean = false;
                    // ======================================================================
                    //          Constructor
                    public function BasicDemo( renderMode:String = Context3DRenderMode.AUTO )
                              super( renderMode );
                    // ======================================================================
                    //          Methods
                    override protected function initLights():void
                              var material:MaterialStandard;
                              //          Light #1
                              lights = new Vector.<SceneLight>();
                              var light:SceneLight;
                              var sphere:SceneMesh;
                              light = new SceneLight( SceneLight.KIND_DISTANT, "distant light" );
                              light.color.set( .9, .88, .85 );
                              light.shadowMapEnabled = shadowMapEnabled;
                              light.setShadowMapSize( shadowMapSize, shadowMapSize );
                              light.transform.prependRotation( -75, Vector3D.X_AXIS );
                              light.transform.prependRotation( -35, Vector3D.Y_AXIS );
                              light.transform.appendTranslation( 0.1, 2, 0.1 );
                              lights.push( light );
                              //          Light #2
                              light = new SceneLight( SceneLight.KIND_POINT, "point light" );
                              light.color.set( .5, .6, .7 );
                              light.appendTranslation( -20, 40, 20 );
                              light.shadowMapEnabled = shadowMapEnabled;
                              light.setShadowMapSize( shadowMapSize, shadowMapSize );
                              light.transform.prependRotation( -90, Vector3D.X_AXIS );
                              light.transform.prependRotation( 35, Vector3D.Y_AXIS );
                              lights.push( light );
                              if ( enableLightSpheres )
                                        material = new MaterialStandard( "light2" );
                                        material.emissiveColor = light.color;
                                        sphere = MeshUtils.createSphere( .5, undefined, undefined, material, "light sphere2"  );
                                        sphere.neverCastShadow = true;
                                        light.addChild( sphere );
                              //                              lights.push( light );
                              //          Light #3
                              light = new SceneLight(SceneLight.KIND_DISTANT);
                              light.color.set( .25, .22, .20 );
                              light.appendRotation( -90, Vector3D.Y_AXIS, ORIGIN );
                              light.appendRotation( 45, Vector3D.Z_AXIS, ORIGIN );
                              lights.push( light );
                              light = new SceneLight();
                              light.color.set( .25, .22, .20 );
                              light.kind = "distant";
                              light.appendRotation( 90, Vector3D.X_AXIS, ORIGIN );
                              light.appendRotation( 90, Vector3D.Z_AXIS, ORIGIN );
                              lights.push( light );
                              for each ( light in lights )
                                        scene.addChild( light );
                              // shadow acne control
                              SceneLight.shadowMapZBiasFactor                                                    = 0;//2;
                              SceneLight.shadowMapVertexOffsetFactor                              = 0;//3;
                              SceneLight.shadowMapSamplerNormalOffsetFactor          = 2;
                    override protected function initModels():void
                              var material:MaterialStandard = new MaterialStandard();
                              material.specularColor.set( .5, .5, .5 );
                              material.specularExponent = 25;
                              plane = MeshUtils.createPlane( 50, 50, 20, 20, material, "plane" );
                              plane.transform.appendTranslation( 0, -2, 0 );
                              scene.addChild( plane );
                    override protected function resetCamera():void
                              _camera = scene.activeCamera;
                              //_camera.fov = 200;
                              _camera.identity();
                              _camera.fov = 85;
                              _camera.position = CAMERA_ORIGIN;
                              //_camera.appendScale(10,10,10);
                              //_camera.appendRotation( -15, Vector3D.X_AXIS );
                              //_camera.appendRotation( -25, Vector3D.Y_AXIS, ORIGIN );
                    // ======================================================================
                    //          Event Handler Related
                    override protected function onAnimate( t:Number, dt:Number ):void
                    override protected function keyboardEventHandler( event:KeyboardEvent ):void
                              var dirty:Boolean = false;
                              _camera = scene.activeCamera;
                              switch( event.type )
                                        case KeyboardEvent.KEY_DOWN:
                                                  dirty = true;
                                                  switch( event.keyCode )
                                                            case 13:          // Enter
                                                                      animate = !animate;
                                                                      break;
                                                            case 16:          // Shift
                                                            case 17:          // Ctrl
                                                            case 18:          // Alt
                                                                      dirty = false;
                                                                      break;
                                                            case 32:          // Spacebar
                                                                      resetCamera();
                                                                      break;
                                                            case 38:          // Up
                                                                      if ( event.ctrlKey )                    _camera.interactiveRotateFirstPerson( 0, ROTATE_AMOUNT );
                                                                      else if ( event.shiftKey )          _camera.interactivePan( 0, -PAN_AMOUNT );
                                                                      else                                                            _camera.interactiveForwardFirstPerson( PAN_AMOUNT );
                                                                      break;
                                                            case 40:          // Down
                                                                      if ( event.ctrlKey )                    _camera.interactiveRotateFirstPerson( 0, -ROTATE_AMOUNT );
                                                                      else if ( event.shiftKey )          _camera.interactivePan( 0, PAN_AMOUNT );
                                                                      else                                                            _camera.interactiveForwardFirstPerson( -PAN_AMOUNT );
                                                                      break;
                                                            case 37:          // Left
                                                                      if ( event.shiftKey )                    _camera.interactivePan( -PAN_AMOUNT, 0 );
                                                                      else                                                            _camera.interactiveRotateFirstPerson( ROTATE_AMOUNT, 0 );
                                                                      break;
                                                            case 39:          // Right
                                                                      if ( event.shiftKey )                    _camera.interactivePan( PAN_AMOUNT, 0 );
                                                                      else                                                            _camera.interactiveRotateFirstPerson( -ROTATE_AMOUNT, 0 );
                                                                      break;
                                                            case 219:          // "["
                                                                      _camera.fov -= 1;
                                                                      break;
                                                            case 221:          // "]"
                                                                      _camera.fov += 1;
                                                                      break;
                                                            case 79:          // O
                                                                      SceneGraph.OIT_ENABLED = !SceneGraph.OIT_ENABLED;
                                                                      trace( "Layer Peeling:", SceneGraph.OIT_ENABLED ? "enabled" : "disabled" );
                                                                      break;
                                                            case 72:          // H
                                                                      SceneGraph.OIT_HYBRID_ENABLED = !SceneGraph.OIT_HYBRID_ENABLED;
                                                                      trace( "Hybril Layer Peeling:", SceneGraph.OIT_HYBRID_ENABLED ? "enabled" : "disabled" );
                                                                      break;
                                                            case 66:          // b
                                                                      instance.drawBoundingBox = !instance.drawBoundingBox;
                                                                      break;
                                                            case 84:          // t
                                                                      instance.toneMappingEnabled = !instance.toneMappingEnabled;
                                                                      trace( "Tone mapping:", instance.toneMappingEnabled ? "enabled" : "disabled" );
                                                                      break;
                                                            case 48:          // 0
                                                            case 49:          // 1
                                                            case 50:          // 2
                                                            case 51:          // 3
                                                            case 52:          // 4
                                                            case 53:          // 5
                                                            case 54:          // 6
                                                            case 55:          // 7
                                                            case 56:          // 8
                                                            case 57:          // 9
                                                                      instance.toneMapScheme = event.keyCode - 48;
                                                                      trace( "Tone map scheme:", instance.toneMapScheme );
                                                                      break;
                                                            default:
                                                                      //trace( event.keyCode );
                                                                      dirty = false;
                              if ( dirty )
                                        _dirty = true;
                    override protected function mouseEventHandler( event:MouseEvent, target:InteractiveObject, offset:Point, data:* = undefined ):void
                              if ( offset.x == 0 && offset.y == 0 )
                                        return;
                              _camera = scene.activeCamera;
                              if ( event.ctrlKey )
                                        if ( event.shiftKey ){
                                                  //_camera.interactivePan( offset.x / 5, offset.y / 5 );
                                        }else{
                                                  _camera.interactiveRotateFirstPerson( -offset.x, -offset.y );
                              else
                                        if ( event.shiftKey ){
                                                  //_camera.interactivePan( offset.x / 5, offset.y / 5 );
                                        }else
                                                  _camera.interactiveRotateFirstPerson( -offset.x, 0 );
                                                  //_camera.interactiveForwardFirstPerson( -offset.y / 5 );
图片效果:

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