I don't know if it helps, but here is how I draw a quad using a triangle strip:

[pascal]Procedure TParticleSystem.Draw;
Var
i : Integer;
Particle : TParticle;
Begin
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_ALPHA);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
For i := FActiveParticles.Count - 1 Downto 0 Do
Begin
Particle := TParticle(FActiveParticles.Items[i]);
glPushMatrix;
glTranslatef(Particle.X,Particle.Y,Particle.Z);
glScalef(FScale,FScale,1);
glColor4f(Particle.R,Particle.G,Particle.B,Particl e.A);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2fv(@FImageRect.tRect.t3); glVertex3f(+Particle.Size/2,+Particle.Size/2,0); // Top Right
glTexCoord2fv(@FImageRect.tRect.t2); glVertex3f(-Particle.Size/2,+Particle.Size/2,0); // Top Left
glTexCoord2fv(@FImageRect.tRect.t4); glVertex3f(+Particle.Size/2,-Particle.Size/2,0); // Bottom Right
glTexCoord2fv(@FImageRect.tRect.t1); glVertex3f(-Particle.Size/2,-Particle.Size/2,0); // Bottom Left
glEnd;
glPopMatrix;
End;
glPopAttrib;
End;[/pascal]

cheers,
Paul