I'm trying to draw a gradient and then draw a transparent texture ontop of it.
This is the code I'm using right now:
GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
// Draw the gradient
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glColor4f(1F, 1F, 1F, 0F);
GL11.glVertex3f(0, 0, 0.0f);
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glColor4f(0F, 1F, 1F, 0F);
GL11.glVertex3f(0 + gameWidth, 0, 0.0f);
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glColor4f(0F, 0F, 1F, 0F);
GL11.glVertex3f(0 + gameWidth, 0 + gameHeight, 0.0f);
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glColor4f(1F, 0F, 1F, 0F);
GL11.glVertex3f(0, 0 + gameHeight, 0.0f);
GL11.glEnd();
GL11.glColor4f(1F, 1F, 1F, 0F);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);
TexLoader.loadTex("/example.png"); // Loads and binds the texture, also enables GL_TEXTURE_2D
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f(parX, parY, 0.0f);
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f(parX + parWidth, parY, 0.0f);
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f(parX + parWidth, parY + parHeight, 0.0f);
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f(parX, parY + parHeight, 0.0f);
GL11.glEnd();
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
However, instead of drawing the texture and hiding the transparent pixels it just draws a white quad.
What am I doing wrong?