First of all, thank you for the reply. The loads of code really helps a lot.
I'm not really sure what you're doing in the second coding piece though. Maybe it's because I'm experienced with C# instead of C++ (that's C++ right)?
Can you perhaps explain the second part a bit more so I could succesfully translate it to C#?
To clarify, this is how I currently draw the texture:
//PostProEffect is the Effect //renderTarget is the 2DTexture //graphics is the GraphicsDevice spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullClockwise, PostProEffect); spriteBatch.Draw(renderTarget, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), Color.White); spriteBatch.End();