procedure TLBlitterGL.Blit_Tex_Scr(const scr, img: TLGraphic; src, dst: PLRect); var x: Longint = 0; y: Longint = 0; w, h: Cardinal; begin if Assigned(dst) then begin x:=dst^.x; y:=dst^.y; w:=dst^.w; h:=dst^.h; end else begin w:=scr.w; h:=scr.h; end; with PLGLRec(scr.Data)^ do begin glBindTexture(GL_TEXTURE_2D, Texture); Writeln('Doing it Texture = ', Texture, ' x = ', x, ' y = ', y, ' w = ', w, ' h = ', h, ' SX = ', StretchX, ' SY = ', StretchY); glBegin(GL_QUADS); glTexCoord2f(0 , 0); glVertex2i(x , y); glTexCoord2f(StretchX, 0); glVertex2i(x + w, y); glTexCoord2f(StretchX, StretchY); glVertex2i(x + w, y + h); glTexCoord2f(0 , StretchY); glVertex2i(x , y + h); glEnd(); end; end;