Problem in blend texture to draw translucent line

I am trying to develop an drawing app.In this app I am using texture to draw.
I want to draw translucent texture one over another to get continuous translucent line but I am only able to get this .
As you can see in part B circular translucent textures appear one over other. I want line to appear as in part A.
I am adding information of texture drawing like width,height,x&y coordinate in ArrayList spriteArray.
The blending function used is- gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
To set opacity of texture-gl.glColor4f(1, 1, 1, opacityValue);

I have also used gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);it does not work either.

Any help to solve this problem will be appreciated.
If you need more information please tell me.

drawFrame code:
gl.glColor4f(1, 1, 1, opacityValue);
for (int x = 0; x < GLSurfaceView.mSpriteArray.size(); x++) {
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureName);

		// Draw using the DrawTexture extension.
		((GL11Ext) gl).glDrawTexfOES(x, y, 0, width, height);


You can’t. Well, not trivially, and not without some form of render to texture.

First, you should probably say that you’re using OpenGL ES 1.1 (which I assume because you are calling “glDrawTexfOES”). That pretty much limits your options to… I’m not sure what the options are for ES 1.1. This forum is primarily for desktop OpenGL; you may get better help on the Khronos OpenGL ES forums.