glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
void Draw_sprite	(	float x, float y, float z,	// Where to draw.	float w, float h,		// Dimensions of rectangle to draw.	GLuint texture			// Texture to use.	)	{	glPushMatrix();	glTranslatef(x, y, z);	glEnable(GL_BLEND);		// !These two calls do the trick.	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);	glEnable(GL_TEXTURE_2D);	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);					// Choose texture.	glBindTexture(GL_TEXTURE_2D, texture);	glBegin(GL_QUADS);		{		glTexCoord2f(0, 0);		glVertex3f(0, 0, 0);		glTexCoord2f(0, 1);		glVertex3f(0, 0, h);		glTexCoord2f(1, 1);		glVertex3f(w, 0, h);		glTexCoord2f(1, 0);		glVertex3f(w, 0, 0);		}	glEnd();	glPopMatrix();	glDisable(GL_TEXTURE_2D);	}