Hey everyone,
I'm using SpriteBatch to add some 2D elements to my 3D scene. Some of these elements are always in front of/behind the 3D objects so depth isn't always important, but others need to merge with the scene such that 3D geometry can partially obscure them based on depth. Does anyone know how I could do this with XNA?
I did something similar with raw D3D and C++ a few years ago, and I think ID3DXSPRITE.Draw() took care of it as you were able to pass position in as a 3D vector with a Z value for depth.
I guess I could always create a 3D quad and just render it with the rest of the scene, but if there's a more elegant way to do it with SpriteBatch then I'd love to know!
Thanks for the help.