That 32 pixels are the missing ones to 512: 512 - 480 = 32. The reason is you can use only texture sizes that are powers of two with GL_TEXTURE_2D. So you have to round up your width and height to 512. You can still display only the part of the texture you want by using texture coordinates or by setting a texture matrix.
nschmidt
2009-10-20 07:55:55