| Here's a demo I made a while showing how to do this with just SpriteCandy : 
 
 Graphics3D 800,600,0
Include "sprite candy.bb"
camera=CreateCamera()
light=CreateLight()
LightColor light,50,50,50
cube=CreateCube()
PositionEntity cube,0,0,5
Texture% = CreateTexture(256,256,1+256)
SetBuffer TextureBuffer(texture)
Color 0,0,250
Rect 0,0,256,256,1
Color 0,0,200
Rect 0,0,128,128,1
Rect 128,128,128,128,1
SetBuffer BackBuffer()
BackHUD% = HUD_Create (camera)
FrontHUD% = HUD_Create (camera)
Resource%    = HUD_LoadMemoryResource (Texture) 
BackImageLayer%  = HUD_CreateLayer        (BackHUD, Resource)
FrontImageLayer%  = HUD_CreateLayer        (FrontHUD%, Resource)
Texture          = HUD_GetTextureHandle   (Resource) 
; CREATED AN IMAGE THAT FITS ENTIRE SCREEN (BACK LAYER)
Image1%          = HUD_CreateImage (BackImageLayer, 0,0, 0,0,800,600, "CENTER","CENTER")
HUD_SetObjectScale Image1,2,2
HUD_SetObjectAlpha Image1,.5
; APPLY SOME EFFECTS
HUD_FX_SteadyScale Image1, 2,2,2*1.2,2*1.2,4000
HUD_FX_Ripple      Image1, 5,20,15
; NOW SOME OBJECTS INFRONT (FRONT LAYER)
ShapeHandle% =  HUD_CreateShape (  FrontImageLayer%,  "HOLLOWSTAR" ,  6,  60,  400,  300,  400,400 ) 
; APPLY SOME EFFECTS
EffectHandle% =  HUD_FX_Rotate (  ShapeHandle%,  360,  True, 7000, 0 ) 
EffectHandle% =  HUD_FX_SteadyScale (  ShapeHandle%,  0.5,  0.5,    1.5,  1.5, 3000,0) 
HUD_SetObjectColor (  ShapeHandle%,  0,  255,  255) 
HUD_SetObjectShadow (  ShapeHandle%,  True,  10  ) 
CameraClsMode camera,False,True
While Not KeyDown(1)
	If HUD_CountEffects(ShapeHandle,"ROTATE")=0 Then EffectHandle% =  HUD_FX_Rotate (  ShapeHandle%,  360,  True, 7000, 0 ) 
	If HUD_CountEffects(ShapeHandle,"COLORFADE")=0 Then 
		EffectHandle% =  HUD_FX_ColorFade (  ShapeHandle%,    255,255,0,    3000,0 ) 
		EffectHandle% = HUD_FX_ColorFade (  ShapeHandle%,    0,255,255,    3000,3000 ) 
		
	EndIf
	HUD_SetVisibility(BackHud,True)
	HideEntity cube
	HUD_Update()
	RenderWorld()
	HUD_SetVisibility(BackHud,False)
	ShowEntity cube
	TurnEntity cube,0.5,0.5,0.5
	RenderWorld 0
	Flip
Wend 
 The demo actually shows three layers.  The first being a 2D SpriteCandy layer, then 3D Object Layer, and finally another 2D SpriteCandy layer on top.
 
 Here is a simplier version with just 3D over 2D...
 
 
 
Graphics3D 800,600,0,2
Include "sprite candy.bb"
camera=CreateCamera()
light=CreateLight()
LightColor light,50,50,50
cube=CreateCube()
PositionEntity cube,0,0,5
EntityOrder cube,-100000 ; Important - Set the object order lower than any hud items so it is rendered over the top.
Texture% = CreateTexture(256,256,1+256)
SetBuffer TextureBuffer(texture)
Color 0,0,250
Rect 0,0,256,256,1
Color 0,0,200
Rect 0,0,128,128,1
Rect 128,128,128,128,1
SetBuffer BackBuffer()
BackHUD% = HUD_Create (camera)
FrontHUD% = HUD_Create (camera)
Resource%    = HUD_LoadMemoryResource (Texture) 
BackImageLayer%  = HUD_CreateLayer        (BackHUD, Resource)
FrontImageLayer%  = HUD_CreateLayer        (FrontHUD%, Resource)
Texture          = HUD_GetTextureHandle   (Resource) 
; CREATED AN IMAGE THAT FITS ENTIRE SCREEN (BACK LAYER)
Image1%          = HUD_CreateImage (BackImageLayer, 0,0, 0,0,800,600, "CENTER","CENTER")
HUD_SetObjectScale Image1,2,2
HUD_SetObjectAlpha Image1,.5
; APPLY SOME EFFECTS
HUD_FX_SteadyScale Image1, 2,2,2*1.2,2*1.2,4000
HUD_FX_Ripple      Image1, 5,20,15
CameraClsMode camera,False,True
While Not KeyDown(1)
	HUD_SetVisibility(BackHud,True)
	HUD_Update()
	RenderWorld()
	TurnEntity cube,0.5,0.5,0.5
	RenderWorld 0
	Flip
Wend
 
 The important part in this code is to ensure you set your entityorders lower than any of the hud elements.
 
 Cheers,
 
 
 Unc
 
 
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