Three things that come to my mind:
1. Before calling glTexImage convert surface to RGBA format.
2. Disable depth test in SDL_GL_Blit procedure.
3. The (0, 0) texture coordinate corresponds to bottom left corner of the texture. So textTop and textBottom should be
Code:textTop := (imgHeight - SrcRect^.Y)/imgHeight; textBottom := (imgHeight - SrcRect^.Y+SrcRect^.H)/imgHeight;
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