When running on a Mac with Intel HD, loading an 8K texture (which is reported to be supported) causes serious rendering artifacts.
See RT-21998 for a test program. Run it with "-Dprism.maxTextureSize=0" to bypass the clamping that was added to fix that bug.
We likely have one or more of the following problems:
1) the texture size really isn't supported. This seems likely, given that Intel HD on Windows with D3D only reports 4K, it seems surprising that it reports 8K on Mac via OpenGL). Also, my NVIDIA card on Windows reports 8K, but the same card also on Windows reports 16K via OpenGL.
2) A failed texture load does not correctly result in a null texture; the resulting texture object just fails to render correctly.