While newer graphics cards support non power of two textures there is a speed hit, so you should avoid them anyway. For say an image of 800x600 you could expand its dimensions to next power of two (which in this case would be 1024x1024) keeping the expanded area empty. A thing to note is that big textures with dimensions above 512 are slower on older cards and if you have a lot of them they?¢_Tll suck up video ram quite fast, so you might want to scale those 800x600 images to 512x512 and stretch them when drawing (it wont be too ugly as it?¢_Tll be bilinear filtered in hardware). I think PowerDraw has a general drawing function named TextureMap or something which allows you to specify texture and vertex coordinates so you can do rotations or any other transformations yourself. And on a side note about moving to hardware acceleration, remember that texture changes are expensive, so for best performance don?¢_Tt put every small image in a separate texture, but try to group some images in one texture and before drawing sort sprites by texture for best performance.