Hummm... we are getting closer! =)

Code:

var
pv: PSpineVertexArray absolute Vertices;
p, t: array of zglTPoint2D;
begin
SetLength(p, 6);
// first triangle
p[0].x := pv^[0].x;
p[0].y := pv^[0].y;
p[1].x := pv^[1].x;
p[1].y := pv^[1].y;
p[2].x := pv^[2].x;
p[2].y := pv^[2].y;
// second triangle
p[3].x := pv^[1].x;
p[3].y := pv^[1].y;
p[4].x := pv^[2].x;
p[4].y := pv^[2].y;
p[5].x := pv^[3].x;
p[5].y := pv^[3].y;
pr2d_TriList(@Texture, @p[0], nil, 0, length(p) - 1, $FFFFFF, 255, FX_BLEND or PR2D_FILL);
SetLength(t, 6);
// first triangle
t[0].x := pv^[0].u;
t[0].y := pv^[0].v;
t[1].x := pv^[1].u;
t[1].y := pv^[1].v;
t[2].x := pv^[2].u;
t[2].y := pv^[2].v;
// second triangle
t[3].x := pv^[1].u;
t[3].y := pv^[1].v;
t[4].x := pv^[2].u;
t[4].y := pv^[2].v;
t[5].x := pv^[3].u;
t[5].y := pv^[3].v;
pr2d_TriList(@Texture, @p[0], @t[0], 0, length(p) - 1, $FFFFFF, 255, FX_BLEND or PR2D_FILL);

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