Some quick background here, I just started using the LibGDX framework for my first attempts at Android game development. I am trying to build a texture using their FrameBuffer class by placing in sprites, and I want to use this texture as a sort of level-by-level dynamic/random background.
Unfortunately, it seems that when the sprites are added to the FrameBuffer, they will completely overwrite anything beneath them. In general this is fine, however many of the sprites I will be using for this have semi-transparent pixels, and because these transparent pixels will overwrite any solid pixels beneath them, it shows through to the base background color and produces a very unpleasant effect.
In other words, what is the best way to go about creating one solid texture out of multiple sprites, and layer them on top of each other without completely removing the lower pixels (At least if the top pixel is semi-transparent)?
Having experimented and searched for quite a few hours on this, I am at a loss. Thanks for your time!
----- edit -----
Here is the code used to add the sprite(s) to the FBO. It is extremely lacking because, for now, I am simply adding one sprite in random locations for testing purposes. I'll be happy to post any code on request, but the entire setup is extremely minimalistic right now to work on this problem.
m_fbo.begin();
batch.begin();
batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
sprite.draw(batch);
batch.end();
m_fbo.end();