Thanks Dan! =)
Ohh yes! It is working now! =)
Code:
var
pv: PSpineVertexArray absolute Vertices;
vert, text: array of zglTPoint2D;
begin
//Vertices
SetLength(vert, 6);
// first triangle
vert[0].x := pv^[0].x;
vert[0].y := pv^[0].y;
vert[1].x := pv^[1].x;
vert[1].y := pv^[1].y;
vert[2].x := pv^[2].x;
vert[2].y := pv^[2].y;
// second triangle
vert[3].x := pv^[0].x;
vert[3].y := pv^[0].y;
vert[4].x := pv^[2].x;
vert[4].y := pv^[2].y;
vert[5].x := pv^[3].x;
vert[5].y := pv^[3].y;
//Texture
SetLength(text, 6);
// first triangle
text[0].x := pv^[0].u;
text[0].y := 1-pv^[0].v;
text[1].x := pv^[1].u;
text[1].y := 1-pv^[1].v;
text[2].x := pv^[2].u;
text[2].y :=1- pv^[2].v;
// second triangle
text[3].x := pv^[0].u;
text[3].y := 1-pv^[0].v;
text[4].x := pv^[2].u;
text[4].y := 1-pv^[2].v;
text[5].x := pv^[3].u;
text[5].y := 1-pv^[3].v;
pr2d_TriList(nil, @vert[0], @text[0], 0, length(vert) - 1, $FFFFFF, 255, FX_BLEND);
pr2d_TriList(TG2SpineTexture(Texture).Texture, @vert[0], @text[0], 0, length(vert) - 1, $FFFFFF, 255, FX_BLEND or PR2D_FILL);
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