Here is a easy way to do it. Use texture.getWidth()/getHeight() when setting the TextureCoordinates. Works perfectly for me
GL11.glEnable(GL11.GL_TEXTURE_2D);
Color.white.bind();
texture.bind();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2d(point.x, point.y);
GL11.glTexCoord2f(0, texture.getHeight()); // <---
GL11.glVertex2d(point.x, point.y + frame.maxY);
GL11.glTexCoord2f(texture.getWidth(), texture.getHeight()); // <---
GL11.glVertex2d(point.x + frame.maxX, point.y + frame.maxY);
GL11.glTexCoord2f(texture.getWidth(), 0); // <---
GL11.glVertex2d(point.x + frame.maxX, point.y);
GL11.glEnd();
GL11.glDisable(GL11.GL_TEXTURE_2D);
a.renderVectorFrame(point, VectorFrame);