rendered paste bodyprocedure 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;