Ok, I made an example showing the problem:
;When using EntityOrder > 0 an entity should be drawn behind the other entities. ;Generally it does, but it ignores existing z-buffer values, which makes this command useless with multi pass rendering. ;In this example the sphere should be shown with both, EntityOrder > 0 or disabled, but it clearly isn't. ;EntityOrder > 0 should never redraw existing stuff! Graphics3D 800, 600, 32, 2 SetBuffer BackBuffer() ;setup cam cam = CreateCamera() PositionEntity cam, 0, 0, -2 ;setup scene sphere = CreateSphere() ;setup skybox skybox = CreateCube(cam) FlipMesh skybox ScaleEntity skybox, 5, 5, 5 EntityColor skybox, 100,100,255 Repeat If KeyHit(57) Then skyOrder = 1 - skyOrder EntityOrder skybox, skyOrder ;first render pass only showing sphere HideEntity skybox ShowEntity sphere CameraClsMode cam, 1, 1 RenderWorld ;second render pass only showing skybox ShowEntity skybox HideEntity sphere CameraClsMode cam, 0, 0 RenderWorld Text 10, 10, "Hit Space to Enable/Disable EntityOrder for Skybox(EntityOrder: " + skyOrder + ")" Flip Until KeyHit(1)