First, your image dimensions must be powers of two, not just arbitrary 500x375. Second, the internalformat (third) argument to glTexImage2D should be a symbolic constant, describing the internal format layout, not just "4" as it's deprecated since OpenGL 1.2. Third, your dataP and bufferP storage layout must correspond to the current GL_UNPACK_ALIGNMENT . Fourth, your equilateral quad, on which you're trying to put the texture on, is essentially square, and thus your non-square texture will appear squashed or stretched with such a texture coordinates.
I think I see you issue here. GlViewport defines the viewport size, not the window size. So when you create your window (with glut, sdl, or wgl, or whatever), you have to specify the size.
To get a 1:1 mapping of the glViewport to this window, those two need to match.
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