LibGDX FrameBuffer no Transparency when drawing

I try to draw severeal Sprites to a FrameBuffer. The Sprites are PNGs with transparency. When I draw them directly to the screen it's fine. But when I draw on the FrameBuffer and then draw the resulting texture on the screen the transparent parts are cut out and the glBackground shines through. Any idea how to solve this?

Here is how I do it:

FrameBuffer fbo = new FrameBuffer(Format.RGBA8888, width, height, false);
Sprite fboTexture = new Sprite(frameBufferObject.getColorBufferTexture());
fboTexture.flip(false, true);

fbo.begin();
batch.begin();
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.draw(sprite1, 0,0);
batch.draw(sprite2, 0,0);
batch.draw(sprite3, 0,0);
batch.end();
fbo.end();

batch.begin();
batch.draw(fboTexture, 0,0);
batch.end();


batch.enableBlending();

Ok I fixed it myself. I simply change the blend function before drawing the FrameBuffer.I change it to batch.setBlendFunction(GL20.GL_ONE_MINUS_DST_ALPHA, GL20.GL_SRC_ALPHA) and then change it back to batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA).