title: How do I display a non-power-of-2-texture as sprite in OpenGL (ES) with no stretching?
body: <p>I want to draw an arbitrary size sprite as a png, say something TOTALLY CRAZY like 56 wide x 30 high.  Not a power of 2 in either dimension.  Also I may want to draw another different sprite that's 72 wide x 33 high.  Indicating this because no 'tricks' are acceptable here, I need to handle general case.</p>
  
  <p>So I have this png (with transparency) and I want to draw it as a sprite with absolutely no stretching, interpolation, etc.  I want it to map 1:1 with pixels on the screen.  Pretend these sprites are pixel art (they may or may not be but they are drawn for the exact resolution).</p>
  
  <p>I understand sprite drawing - 2 triangles as a quad, rendering my texture to that via texture coordinate mapping - however I only understand it for powers of 2.  And I also do not understand how to size my 'quad' and set up my GL matricies such that I can make the sprite be the exact same size in pixels as my sprite </p>
  
  <p>I'm using OpenGL ES so using the new extensions to use non-power-of-2 textures is not acceptable.  </p>
  
  <p>I'm only drawing 3-10 sprites at a time so I'm open to suggestions about efficiency but I'm most interested in 'accurate' looking results.</p>