Another thing to check for is how you are loading the texture..e.g. if you are using something like D3DXCreateTextureFromFileEx make sure it isn't rounding something to the nearest power of 2, e.g. use D3DX_DEFAULT_NONPOW2 to prevent that...  and check that you aren't using a filter e.g. use D3DX_FILTER_NONE

The aspect ratio of the orthogonal matrix (e.g. width/height) needs to match the aspect ratio of the viewport...otherwise you get stretching.. not sure if that is the issue....

If you are creating an orthogonal matrix that ranges from -0.5 to 0.5 for left and right planes, you need to multiply the -0.5 and 0.5 by 0.5859375 (600/1024) for the bottom and top planes to account for the aspect ratio. Maybe you are, but you didn't mention that.

If this part isn't right, it could mess up how your adding the half texel offset to y as well. Just a hunch, I didn't try doing the math.