This did not work either:
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullClockwise, null, view);
testObj1.DrawPrimitiveHull(spriteBatch);
testObj2.DrawPrimitiveHull(spriteBatch);
galaxy.DrawBackLayer(spriteBatch);
spriteBatch.End();
skeletonRen.Effect.View = view;
skeletonRen.Begin();
player.Draw(skeletonRen);
skeletonRen.End();
Not only did the player skeleton draw behind everything else it didn't even blend this time. Ie: I have a transparent texture in galaxy and when the player overlaps it you don't see the player at all.
Previously I used Immediate SpriteSortMode but after adding some stuff I switched to Deferred for performance reasons. But now that I updated my spine runtime to the latest version neither Immediate or Deferred work?
Also why can't SkeletonRenderer just use Spritebatch so I don't have to pass it around? They seem to do the same job? Is it for portability?