In DirectX it is possible to set the D3DXSPRITE parameters to be a combination of both:
D3DXSPRITE_SORT_DEPTH_BACKTOFRONT
and
D3DXSPRITE_SORT_TEXTURE
Meaning that sprites are sorted first by their layer depth and then secondly by the texture that they are on. I'm trying to do the same in XNA and i'm having some problems. I've tried:
SpriteBtch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront & SpriteSortMode.Texture, SaveStateMode.None);
But it doesn't work and just seems to do them in Texture ordering, ignoring the textures layer depth. Am I doing something wrong!? Or is it not even possible?