Sorry if my question is uncleared. Let me elaborate.
I have a rectangle of size 100 x 200, and I have a graphic size 100 x 200 which fits with the rectangle. Since OpenGL requires all textures to have 2^n width and height, I basically put the 100 x 200 graphic right into a 128 x 256 image for this. It works fine for OpenGL because I simply requested it to draw only a portion of the texture that I need on the rectangle. However, what nags me is that in the 128 x 256 texture, there are a lot of unused spaces.
Is there a better way to deal with these unused spaces in this case? Or is this supposed to be the way to go?