Theres an early demo of my 2d-in-3d on blitzcoder.com
http://www.blitzcoder.com/cgi-bin/showcase/showcase_showentry.pl?id=poedboy12222003051440&comments=no-BUT-
^that^ version does not use what I was talking about, as far as parenting the mesh to the camera. I had started working on a newer demo, which will most likely be a real playable( tho fairly simple) game.
So heres some relevant tidbits to the parenting issue from the newer demo...
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;=======================================================================================================
;MAIN
;=======================================================================================================
AppTitle "Renaissance Demo 2b"
;RenaissanceSplash()
;setup graphics-------------------------
SuperGraphics(640,480,0)
AmbientLight 255,255,255
FadeColor(0,0,0)
;create surface for sprite layer
SpriteSurface.Surface=NewSurface.Surface(2,2,256,TEX_COLOR%+TEX_ALPHA%)
;create surface for HUD layer
HUDSurface.Surface=NewSurface.Surface(1,1,256,TEX_COLOR%+TEX_ALPHA%)
;load in media--------------------------
TestFrameset.frameset=LoadFrameset("Images\demo.frameset",SpriteSurface.Surface,1,0)
PlanetFrameset.frameset=LoadFrameset("Images\planet.frameset",SpriteSurface.Surface,0,0)
HUDFrameset.frameset=LoadFrameset("Images\Interface.frameset",HUDSurface.Surface,0,0)
;setup bobs-----------------------------
Ship.Frame=GetFrameByIndex.Frame(TestFrameset.Frameset,0)
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EntityParent HUDSurface\Mesh%,GFX_Camera%;<==RIGHT THERE I PARENT THE MESH TO THE CAMERA
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;start main loop------------------------
SetFramerate(60)
Repeat
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;THE HUD WILL ALWAYS ALIGN TO THE CAMERA NOW
PositionEntity GFX_Camera%,Player\X#,-Player\Y#,EntityZ(GFX_Camera%)
If rotlock%=1 Then RotateEntity GFX_Camera%,0,0,-Player\Angle#
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RenderGraphics()
Flip GFX_FlipMode%
UpdateFramerate()
Until KeyHit(Key_F12)
And yes, in that case presented, I'm using 2 surfaces- one for the HUD, one for the "sprites".
Hopefully I'll find the time soon to knock out this newer demo.