You don?¢_~t need to think 3D for this, thinking 2D is enough, but you?¢_Tll still need to think . I took a look at PowerDraw help files, TextureMap looks like this:
function TextureMap(Image: TAGFImage; PCoords: TPoint4; Color: TColor4; TexCoord: TTexCoord;
Effect: Integer): Integer
PCoords represents four corresponding points of the image on the screen, playing around with these will give you all you want. You want your texture stretched to the whole screen ?¢_" specify PCoords as your screen boundary size, you want rotation just rotate these four points in 2D. And there?¢_Ts no real sense to split images in small textures cause texture changes(change to using another texture when drawing, yes PowerDraw hides this from you) will be worse than the benefit from using small textures.
How do I draw e.g. backgrounds sized 800*600 the best way
you could expand its dimensions to next power of two
or
scale those 800x600 images to 512x512 and stretch them when drawing