Hello, I'm a beginner to 3D graphics in general and I'm trying to make a 3D game for the iPhone, and more specifically, to use textures that contain transparency. I am able to load a texture (an 8 bit .png file) into OpenGL and map it to a square (made from a triangle strip) but the transparent parts of the image are not transparent when I run the app in the simulator - they take on the background colour, whatever it is set to, but obscure images that are further away. I am unable to post a screenshot as I am a new user, so my apologies for that. I will try to upload and link it some other way.
Even more annoying is that when I load the image into Apple's GLSprite example code, it works exactly as I want it to. I have copied the code from GLSprite's setupView into my project and it still doesn't work properly.
I am using the blend function:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
I was under the impression that this is correct for what I want to do.
Is there something very basic I am missing here? Any help would be much appreciated as I am submitting this as a coursework project in a few weeks and would very much like it to work.