One way is to separate your image from smaller fragments and draw visible ones.
However, this method suffers from a problem when bilinear sampling is used because the colors bleed from one side of the texture to the other. You can probably compensate by disabling WRAP texture fetching or by capturing one pixel from the tiles next to.
For example, if you want a texture of size 256x256, you will only display 255x255 fragments, because one line (right and bottom) is a copy of the tiles next to it.
Hope this makes sense, otherwise I will have to paint a picture :-)
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