Yes, but this is going to happen anyway, no matter if it's 512*256 or 512*512.
What you can do is: use 512*256, but copyrect only 320*240, then set the UV Coords of the mesh in a way that will use the 320*240 area only. So it won't be stretched.
u2#=(320.0/512.0)
v2#=(240.0/256.0)
where a quad would use:
What you can do is: use 512*256, but copyrect only 320*240, then set the UV Coords of the mesh in a way that will use the 320*240 area only. So it won't be stretched.
u2#=(320.0/512.0)
v2#=(240.0/256.0)
where a quad would use:
u0,v0____u1,v1 ¦ ¦ ¦ ¦ ¦ ¦ u3,v3____u2,v2