In my 2D XNA game, I render all my sprites with a single sprite batch using
I'm adding a particle system based on the App Hub particles sample. Since this uses
BlendState.Additive, I will need to have two
SpriteBatch.End pairs: one for 'regular' sprites, and one for particles.
In my top-down shooter, If I want to have explosions appear under planes, but above the ground, then I believe I will have to have three
End pairs, first to draw everything under the explosions, then to draw the explosions, then to draw everything above the explosions. If I want to have particle effects at multiple different depths, then I'm going to need even more
This is all easy to code, but I'm wondering if there is an alternative way to handle this?