How do I get my texture to stop compressing?

This is probably a stupid newbie question, but how do I get my texture to stop compressing? I have a basic image that’s 650 x 110 pixels, and I’d like to place it in the bottom center of the screen. However, when I do, I get a box (or blank space, if I draw Texture instead of draw Box) that’s the correct size, with the image on top of it, smushed in the middle of the box and a lot of blank space on every side of it. How do I get the image to fill the whole box, rather than compressing in the middle?

Here’s my code:

//	GUI.Box (Rect ((Screen.width/2)-325, Screen.height-110, 650, 110), GUIContent (backdrop));
	GUI.DrawTexture(new Rect((Screen.width/2)-325, Screen.height-110, 6500, 110), backdrop, ScaleMode.ScaleToFit, true, 0f);

(“backdrop” is the name of the Texture2D variable I have at the top that I’ve dragged my image into.)

Change the texture import settings in the inspector.

–Eric

To what, exactly? I’m not worried about color information/bit compression, I just don’t want it physically squashed.

Answer found, for the record, and it had nothing to do with the compression mode. I had someone else help me with this, and this is what we discovered: instead of “ScaleToFit,” the ScaleMode should be changed to “StretchToFill.” Below is the code that worked for me.

GUI.DrawTexture(new Rect((Screen.width/2)-325, Screen.height-110, 650, 110), backdrop, ScaleMode.StretchToFill, true, 0f);