   Transparent Textures? How do you get them?
  I have loaded a 32bit, alpha chanled image into my program, and can draw it onto quads.Using GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA on the blendfunction, and with depth test OFF, I get the effect i want,the alpha chanel masks the pieces i want to see, and those i want transparent.  But, if I turn the depthtest on, the effect goes away, and"black box" effect happens on my quad, everything isopaque.any ideas on how to make the alpha create a transparent texture? 
  The only way to get it to work with depth testing on is to render from back to front.  Otherwise, pixel behind the transparent surface will be culled by z-testing. ;  Or if overlaping our blended stuff is not a problem, disable the writing to the depth buffer when you render it:glDepthMask(GL_FALSE);GL_TRUE to enable it again.And is it for a transparent section of your texture like (color keying) ?If so, create a 32bit image, with an alpha chanel and juste draw it with AlphaTesting ON. Dont have to use blending here. 