Firstly are you sure you are loading the sprites? GLBasic doesn't give MAV (like Blitz) or warn you that an image hasn't loaded. Ensure you are using the right file path
A simple test would be to use the PRINT command during your sprite drawing loop.
First you'll need to create a bitmap (.BMP) image (I used 32x32 in MSPaint) and place it in the "app/media/" directory that is automatically created when you create your project.
SETCURRENTDIR("Media")
LOADSPRITE "sprite.bmp",1
// Set screen resolution
SETSCREEN 640,480,0
// Draw a white box
DRAWRECT 0,0,32,32,RGB(255,255,255)
// Grab the white box and store is as a sprite image. This is for control purposes, like a science experiment.
GRABSPRITE 2,0,0,32,32
// Keep running this loop until you press ESC
WHILE TRUE
// Deos what it says - prints "HELLO" on the screen"
PRINT "HELLO",10,10
// Draw the loaded sprite (if creates/exists)
DRAWSPRITE 1,160,100
// Draw the "control" sprite - the white box
DRAWSPRITE 2,200,100
// Refeshes the screen
SHOWSCREEN
// Ends the loop
WEND
This test will if run correctly show the "HELLO" text, the loaded graphic image and a grabbed graphic image - white block.
You can run this without creating an .BMP image and it will still display something (HELLO and white box) rather than a blank screen, however if you don't supply an image, you won't know if you are loading the sprite properly or not.