This is a simple example - hope it helps even though you've probably solved it by now... :P
Strict Incbin "ending.png" ' Variables Global .. theTexture:Int Local .. thePixmap:TPixmap, .. time:Int = 0, .. timeDiff:Int = 0, .. timeSecond:Int = 0, .. fps:Int = 0, shownFPS:Int = 0 ' First set up openGL bglCreateContext(800, 600, 32, 0, BGL_BACKBUFFER|BGL_DEPTHBUFFER) glClearColor(0, 0, 0, 64) glClearDepth(1.0) glDepthFunc(GL_LESS) glEnable(GL_DEPTH_TEST) glShadeModel(GL_SMOOTH) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glMatrixMode(GL_PROJECTION) glLoadIdentity gluPerspective(45.0, 4.0 / 3.0, 1.0, 100.0) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glEnable(GL_TEXTURE_2D) glMatrixMode(GL_MODELVIEW) ' Load the texture thePixmap = LoadPixmap("incbin::ending.png") theTexture = bglTexFromPixmap(thePixmap) glBindTexture(GL_TEXTURE_2D, theTexture) ' The game loop Repeat timeDiff = MilliSecs() - time time = MilliSecs() timeSecond :+ timeDiff If timeSecond > 1000.0 Then timeSecond :Mod 1000.0 shownFPS = fps fps = 0 EndIf fps :+ 1 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) DrawEnding bglDrawText("FPS: " + shownFPS, 0, 0) glFlush bglSwapBuffers FlushMem Until KeyHit(KEY_ESCAPE) Function DrawEnding() glBindTexture(GL_TEXTURE_2D, theTexture) glEnable(GL_TEXTURE_2D) glLoadIdentity glTranslatef(0.0, 0.0, -5.0) glScalef(4.0, 4.0, 0.0) glBegin(GL_POLYGON) glNormal3f( 0.0, 0.0, 1.0) glTexCoord3f(0.0, 1.0, 0.0) glVertex3f( -0.5, -0.5, 0.0) glTexCoord3f(1.0, 1.0, 0.0) glVertex3f( 0.5, -0.5, 0.0) glTexCoord3f(1.0, 0.0, 0.0) glVertex3f( 0.5, 0.5, 0.0) glTexCoord3f(0.0, 0.0, 0.0) glVertex3f( -0.5, 0.5, 0.0) glColor4f(1.0, 1.0, 1.0, 1.0) glEnd glDisable(GL_TEXTURE_2D) glPopMatrix End Function