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since now I always used sprited to draw in 2D:

spriteBatch.Draw(myTexture, rectangle, color);

(I suppose the texture is binded internally to 2 triangles and then scaled.)

Now, I'm porting my game in 3D and I have to draw several planes (walls, floor, roof,..). Do I need to manually binding a texture to a geometry (for example using VertexPositionColorTexture with VertexBuffer and IndexBuffer), or is there any simpler way to do that?

I'm looking for something like spriteBatch.Draw with the rectangle clip specified in 3d space:

spriteBatch.Draw(myTexture, rectangleIn3D, color);
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You need a manual implementation, Google 'billboards' - unfortunately SpriteBatch is built exclusively for 2D stuff. – Jonathan Dickinson Nov 24 '11 at 15:51
While you can "kind of" use SpriteBatch in 3D (starting point), you probably shouldn't for what you're doing. – Andrew Russell Nov 25 '11 at 6:45
up vote 2 down vote accepted

As a complement to Andrew's link, here's a more recent post Shawn wrote on this:

But I don't recommend it either. That technique might be neat to create billboards and impostors, or placing text within a 3D world. But not to generate the floors and walls of an entire level.

If you're thinking about taking your 2D level data and procedurally generating a 3D level, I think you'd be better off writing an algorithm to generate all of the geometry from it (i.e. create and fill vertex index buffers, etc.).

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Thanks.. that's what I was looking for. I know that isn't a good approach using 2d to simulate 3d, but I need it only for debug purposes. It saves me a lot of time. – Heisenbug Dec 8 '11 at 12:26
Always good to have some shortcuts at hand for prototyping. :) – David Gouveia Dec 8 '11 at 20:28

Model and texturize your scenario with a 3d modeler like blender or 3ds max, export it to fbx, and load it as a 3d model in xna.

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