Transparency problem?

I am drawing an image, which is loaded from a png file to a larger texture using glTexSubImage, the problem is the sub Image transparent area is drawn black and not transparent?

glClearColor(0.0f, 0.0f, 0.0f, 1.0f) ;
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);

int x,y;
for(x =0; x < 128; x++)
{
	for(y = 0; y < 128; y++)
	{
		Tile[x][y][0] = 255;
		Tile[x][y][1] = 0;
		Tile[x][y][2] = 0;
		Tile[x][y][3] = 255;

	}
}



//SubTile[0] = auxDIBImageLoad("E:\\Grass.bmp");
//SubTile[1] = auxDIBImageLoad("E:\\Wheat.bmp");

pngLoadRaw("E:\\Grass.png",&info[0]);
pngLoadRaw("E:\\Grass_topleft.png",&info[1]);

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);


    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) ;

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128,
                  0, GL_RGBA, GL_UNSIGNED_BYTE,Tile) ;

			glTexSubImage2D(GL_TEXTURE_2D,0,0,0,64,64,GL_RGB,GL_UNSIGNED_BYTE,info[0].Data);
			glTexSubImage2D(GL_TEXTURE_2D,0,0,64,64,64,GL_RGB,GL_UNSIGNED_BYTE,info[0].Data);
			glTexSubImage2D(GL_TEXTURE_2D,0,64,0,64,64,GL_RGB,GL_UNSIGNED_BYTE,info[0].Data);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			glEnable(GL_BLEND);
			glTexSubImage2D(GL_TEXTURE_2D,0,64,0,64,64,GL_RGBA,GL_UNSIGNED_BYTE,info[1].Data);

You didn’t specify a blending equation

what type of equation would I need?