+ procedure DrawHWTexture (gltex: GLint; nw, nh, x, y, w, h: Integer; flip: Boolean; rr, gg, bb, aa: Byte; blend: Boolean);
+ var ax, bx, ay, by: GLfloat; l, t, r, b: Integer;
+ begin
+ ax := IfThen(flip, 0, w) / nw;
+ bx := IfThen(flip, w, 0) / nh;
+ ay := 0 / nw;
+ by := h / nh;
+ l := x; t := y; r := x + w; b := y + h;
+ glBindTexture(GL_TEXTURE_2D, gltex);
+ glColor4ub(rr, gg, bb, aa);
+ if blend then glBlendFunc(GL_SRC_ALPHA, GL_ONE) else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBegin(GL_QUADS);
+ glTexCoord2f(ax, ay); glVertex2i(r, t);
+ glTexCoord2f(bx, ay); glVertex2i(l, t);
+ glTexCoord2f(bx, by); glVertex2i(l, b);
+ glTexCoord2f(ax, by); glVertex2i(r, b);
+ glEnd();
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ end;
+