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Home/ Questions/Q 7180127
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T17:16:57+00:00 2026-05-28T17:16:57+00:00

Here’s my problem I am using a depth control but now i have different

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Here’s my problem
I am using a depth control but now i have different sprites that need different blendstates
how can i change this if I already started the spritebatch.begin(…)

I was trying to change spritebatch.graphicsDevice.blendstate but it doesn’t seems to be working

I cannot turn a black area into transparency

Thank you

Still seems it cannot save the layer order between them by using that code…
I guess the problem might be in using object.draw(spritebatch) and then draw inside the method.
I think theres a problem because i have 2 classes each one with a draw method with input spritebatch
this is what im doing

spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.Additive);
d.drawAttack(gameTime, spriteBatch);
spriteBatch.End();

spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);
drawObjects(gameTime, spriteBatch);
charactersDraw(gameTime, spriteBatch); // same class as the d.drawAttack
spriteBatch.End();

they both draw but the layer !BETWEEN both spritebatche! doesn’t seems to make any difference


the layerdepth works fine with characters and draw objects… only doesn’t work with drawAttack

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  1. Editorial Team
    Editorial Team
    2026-05-28T17:16:58+00:00Added an answer on May 28, 2026 at 5:16 pm

    You need to do multiple SpriteBatch.Begin() .. End() calls, each with a different BlendState. You can still preserve your layerDepth among them.

    For example:

    batch.Begin(SpriteSortMode.FrontToBack, BlendState.Additive);
    batch.Draw(tex1, sprite1, null, Color.White, 0.0f, Vector2.Zero, 1.0f,
    SpriteEffects.None, layer1);
    batch.Draw(tex2, sprite2, null, Color.White, 0.0f, Vector2.Zero, 1.0f,
    SpriteEffects.None, layer2);
    batch.End();
    
    //new blend state, new begin...end
    batch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);
    batch.Draw(tex3, sprite3, null, Color.White, 0.0f, Vector2.Zero, 1.0f,
    SpriteEffects.None, layer3);
    batch.Draw(tex4, sprite4, null, Color.White, 0.0f, Vector2.Zero, 1.0f,
    SpriteEffects.None, layer4);
    batch.End();
    
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