Thanks for your reply. However, simply resizing textures to standart sizes(256*256, 512*512,...) does not solve the problem, as they are mapped on 3d model, so when I view the model with resized textures, they look stretched, skewed, whirled, rotated, stripped, wrinkled and so on
I hope you learned your lesson. Use powers of two!!!!! They look different because they have been resized and there's nothing you can do about that. They still should fit because texture mapping works on a percentage of 1, so the size shouldn't technically change other than the fact that the image has been resized and somewhat distorted. It might be better to go larger rather than smaller, but nothing is going to work perfectly because they are pixels. Also, the better the image algorithm the better it will work. If your images weren't at least square, though, you're pretty much dead meat. You can resize to 256 * 512, too, they don't have to be square, just powers of two, but if it's not close to the right size it's going to look bad. You can probably find a directx engine where you can get away with it.