2D Translucent Sprites in 3d (2.5D)

Hello!
So, I have a whole bunch of translucent sprites next to each other. I did the whole

glDisable(GL_DEPTH_TEST);
		glEnable(GL_BLEND);
		glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );

But it just made it go under the floor, like this:

What do I do?

You disabled depth testing for some reason

If you want hard-edged sprites like those, keep depth test enabled, disable alpha blend and enable alpha test. Then they’ll be sorted properly with the rest of your opaque geometry.

You may also want to set an alpha test reference value.

I’ve had this exact same problem. (thread)
When initializing your OpenGL, you should put the folowing 2 lines in:


glAlphaFunc(GL_GREATER, 0.1f);
glEnable(GL_ALPHA_TEST);

This will tell openGL not to write pixels with a depth (equal to or) lower than 0.1 to the depth buffer and will thus solve your problem.

I hope it helps, it worked for me.