Gay is relative..
You can actually define a screen entity before a panel or a sprite.. but thats REALLY uncomfortable. Workaround: you can set in FFP shaders a flag that renders the entity as very last entity, this should work
Code:
extern texture entSkin1;
technique renderLast
{
pass p0
{
DepthBias = 1;
//TEXTURE STAGE [0]
Texture[0] = <entSkin1>;
}
};
So you could define a sprite as a screen entity which serves for the prerendered background. So when you use an actor in an invisible level this should actually work.