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I would imagine a custom pixel Shader for the SpriteBatch would be the fastest method here. Using something like this: // WARNING! UNTESTED CODE FOLLOWS void SpriteVertexShader(inout float4 color : COLOR0, inout float2 texCoord : TEXCOORD0, inout float4 position : POSITION0) { if (color == float4(1, 1, 0, 1) color = ...


2

public static Camera Instance { get { if (instance == null) instance = new Camera(); return instance; } } This is called a Property.


1

Well, a quick Google search has turned up this small Reddit thread: http://www.reddit.com/r/gamedev/comments/1l6eiv/how_do_you_render_a_transparent_model_xna_c_3d/ A non-shader solution isn't possible, since its the shader that is responsible for rendering the model. A non custom shader solution is, and the link above uses BasicEffect, which is XNA's defaul ...


1

Simply draw your sprite before the call to GraphicsDevice.SetRenderTarget(null);



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