glBlendFunc
allows the application to blend (merge) the output of all your current draw operations (say, X) with the current "display" framebuffer (say, Y) that already exists.
ie,
New display output = X (blend) Y
You can control the blend function by gl as below snippet shows for example:
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Full usage shown here
https://github.com/prabindh/sgxperf/blob/master/sgxperf_test4.cpp
Note that the concepts of "showing through" and "blending" are a little different, you might just want to stick with "per pixel alpha blending" terminology.