GLBLENDFUNC(GL_ONE_MINUS_DST_ALPHA,GL_SRC_ALPHA)
I think this isn't right. DST_ALPHA is the alpha value from the framebuffer. Is that what you want? Effectively, that will always evaluate to 0, since you clear the alpha of the framebuffer to 1.0.
More traditional blending (and I don't know if this is what you're trying to do - no time to build your sample right now) is
GLBLENDFUNC(GL_ONE_MINUS_SRC_ALPHA,GL_SRC_ALPHA)
or
GLBLENDFUNC(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
Jim