I stumbled over this while porting font printing code from D3D to OpenGL.
I place all glyphs I potentially want to draw in an atlas which can have an arbitrary size depending on the resolution of the glyphs. In the case I tested, I ended up with an 243x211 atlas. In OpenGL the atlas looks "skewed" and I can't figure out why.
The problem does not appear if the atlas has a size of 256x201 for instance, without changing anything else. So I think the problem is directly related to the texture size. The data used to create the texture is allocated like this: data = new unsigned char[x * y]; So I'm not explicitly controlling the alignment or anything.
Any idea what could be going on here? Do I need glPixelStorei() in some form?
NPOT textures are supported by the hardware.