title: Opengl-Using a shader, is it necessary?
body: <p>in my Android game im drawing a rectangle and binding a texture to it using this code:</p>
  <pre><code>        gl.glVertexPointer(3, GLES10.GL_FLOAT, 0, mBufVertices);
          // Enable color array.
          gl.glEnableClientState(GLES10.GL_COLOR_ARRAY);
          gl.glColorPointer(4, GLES10.GL_FLOAT, 0, mBufColors);
          gl.glEnable(GL10.GL_BLEND);
          gl.glEnable(GL10.GL_TEXTURE_2D);
          gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[1]);
          gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
          gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront);
          gl.glDisable(GL10.GL_BLEND);
          gl.glDisable(GL10.GL_TEXTURE_2D);
  </code></pre>
  <p>every thing is fine, But the problem is that i want the rectangle to be completely transparent and just draw the texture visible on it, meaning i want the yellow part to be transparent:</p>
  <p><a href="https://i.stack.imgur.com/6RK8w.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/6RK8w.png" alt="enter image description here" /></a></p>
  <p>i tried to change the rectangle vertex color and make them transparent, but this made the Whole page transparent even the texture.</p>
  <p>does i have to use a shader to do what i want?</p>