I was trying to build a sample for some image manipulation tool. The requirement was that the user should be able to pick an image that he pasted on the screen, move it around, scale and rotate it. The way we would do this using OpenGL is create a depth buffer use different depth value on each of the Quads' used to render the transparent image. So when you do a readPixel from the depth buffer you will get the z value of the sprite if it was under the touch. This is how we wold distinguish between two overlapping transparent images. The tracking of z value for different Quads is done automatically in OpenGL when you bind the depth buffer to the current frame buffer and start drawing stuff. Now this i know and have used for a while, but how does this work in the Android Canvas drawing world? Short answer: in the same way Long answer: These are the steps you should follow to get it done: You have to create a separate Bitmap of the same size as your drawing area Set the ...