   ID3DXSprite and textured quads question
  For my game I am going to use ID3DXSprites for all sprite drawing, but I want to use my own textured quads for drawing largers, static things like backgrounds and such. I''m running into a problem where it seems to matter what I do, I cant get the sprites and textured quads to be depth sorted. In other words, whatever group I draw first (the TQs or the sprites) will be below the other group, regardless of Z cordinates.Any ideas how to get these two to play nice together? ThanksRatman 
  Do you have a Z-Buffer?If your sprites have semi-transparent areas they''ll need to be draw bottom-up anyway, otherwise they won''t blend properly. Stay Casual,KenDrunken Hyena;  Hmm I dont know what it is, my sprites are being properly depth sorted (am drawing botton-up btw), but my textured quads are either on top or below depending if they are drawn fiirst or not.ThanksRatman   [edited by - ratman on February 15, 2004 8:44:07 PM];  Well, if i may point this out, ID3DXSprite::Draw() simply adds it to a vertex buffer to be drawn, it doesnt actually draw it, so the order you call the draw methods in shouldnt make a difference, you need a z buffer to truely get the depth sorting you need, look at your D3DPRESENT_PARAMETERS structure and you should see what to do...*disclaimer* im pretty damn sure thats how it works, but dont go betting your fortune on it *end disclaimer* ;  Ok I got it working. I wasnt clearning the ZBuffer, which was giving me all sorts of problems.Thanks for the help guys!   [edited by - ratman on February 16, 2004 8:46:10 PM]