here its:
Code:
procedure TForm1.FormCreate(Sender: TObject);
begin
  DC := GetDC(Handle);
  if not InitOpenGL then Application.Terminate;
  RC := CreateRenderingContext(DC, [opDoubleBuffered], 32, 24, 0, 0, 0, 0);
  ActivateRenderingContext(DC, RC);
  
  //load textures
  LoadTexture('img\char.tga', tex, false);
  Timer1.Enabled := true;
end;

procedure DrawQuad(pX, pY, pZ, pWidth, pHeight:single);
begin
  glBegin(GL_QUADS);
    glTexCoord2f(0,1); glVertex3f(pX, pY, -pZ);
    glTexCoord2f(1,1); glVertex3f(pX+pWidth, pY, -pZ);
    glTexCoord2f(1,0); glVertex3f(pX+pWidth, pY+pHeight, -pZ);
    glTexCoord2f(0,0); glVertex3f(pX, pY+pHeight, -pZ);
  glEnd;
end;

procedure TForm1.FormDestroy(Sender: TObject);
begin
  DeactivateRenderingContext;
  DestroyRenderingContext(RC);
  ReleaseDC(Handle, DC);
end;

procedure TForm1.Render;
begin
  //clear
  //glClearColor(0.6, 0.7, 1, 0);
  glClear(GL_COLOR_BUFFER_BIT);


  glMatrixMode (GL_PROJECTION);
  glLoadIdentity();
  glViewport(0, 0, ClientWidth, ClientHeight);
  glOrtho(0, ClientWidth, ClientHeight, 0, -1, 1);
  glDisable(GL_DEPTH_TEST);
  glMatrixMode (GL_MODELVIEW);
  glLoadIdentity();
  glTranslatef (0, 0, 0);
  glEnable(GL_TEXTURE_2D);
  glBindTexture(GL_TEXTURE_2D, tex);

  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

  //sdfffdsgfhhf
  DrawQuad(x, 0, 0, 320, 32);

  SwapBuffers(DC);
end;

procedure TForm1.Timer1Timer(Sender: TObject);
begin
  Render;
end;