Newb needs fundamental understanding of mesh sizes

As a newb, I have a fundamental misunderstanding of mesh rendering that I hope someone will clear up for me.

I’m working with an -ortho- camera for a 2d iPhone game.

I’m mapping a 512x512 texture on a plane for the background. It’s nice and sharp… looks fine.

It’s an alley scene, a small part of which is a cracker barrel. Of that 512x512, the cracker barrel occupies a space of 64x64.

OK - I want to go to my graphic, copy out the 64x64 cracker barrel and put it back into my ortho scene, in front of the full 512x512 background, so it blends right in. (My purpose is to instantiate something behind it during the course of gameplay.)

So I take by 64x64 image, and map it onto a plane in front fo the 512 background… and it’s a mess - all fuzzy. Nothing I can do with scaling seems to make it even remotely as sharp as my background 512er. The only way I’ve been able to make the barrel as sharp as the background it came from is to make the image 512x512… which seems a ridiculous waste. (If the camera was not Ortho, it would make more sense to me…but…)

I know… I know… seriously newbie… but a guy’s gotta start somewhere.

Would someone take a second to explain to me what it is that I’m completely failing to understand?

TIA

Answering myself: on the image, I changed filter mode to clamp and wrap mode to point, and the 64x64 now looks just fine.