The 4 UV coords define the 4 corner points of your quad on the texture, they can have any shape.
And yes you would need 4 pairs.
This means you would need to use a textured poly function or take the polygon function from BM and make sure it uses the texture (it drops the texture by default so you can in simplest case just copy that and make sure the texture isn't dropped)
The regular quad class of BM is for rectangular axis aligned sprites
And yes you would need 4 pairs.
This means you would need to use a textured poly function or take the polygon function from BM and make sure it uses the texture (it drops the texture by default so you can in simplest case just copy that and make sure the texture isn't dropped)
The regular quad class of BM is for rectangular axis aligned sprites