Hello, I've run into a problem using OpenGL with Android.

I'm trying to create a transparent sprite that appears in my game
application.
The sprite is (.png) format and contains transparent values (alpha=0)
around the image.

Loading the image isn't a problem. I'm able to have the image load
onto a VBO square.

The problem is that this VBO square shows, it's color being the same
that is set with:
glClearColor(0, 0, 0, 1);

In the game scene I have a bunch of VBO cubes that surround the area
constantly moving towards the viewer.
Randomly, the sprite I was talking about will take the place of one of
these cubes. Then, when more cubes spawn from the far back. I can see
the square that the sprite is drawn on.

I honestly think this has to do with depth testing some how... because
when the sprite is in front of the cube. It would make sense for the
depth testing to hide parts of the cube (the parts covered by the
square).

The problem is that when I disable depth testing, the sprites will not
appear in front of the cube.


How can I make it so the sprites will appear in front, yet not cover
of the behind cubes?

Thanks, Nick.

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