I'm having a problem with the XNA SpriteBatch object.
When I draw an element that is semi-transparent in front of other elements, the other elements are hidden entirely, until the semi-transparent element is entirely transparent. This is really frustrating because I am trying to make a fade-in and fade-out effect.
Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null);
That is how I start my SpriteBatch. As you can see, I set it to CullNone, but it appears that it still does Z-culling.
How can I prevent this?