title: XNA Texture2D Billboarding appears as a white block
body: <p>Very odd problem, when I try and draw my billboard sprite it always appears as a white block, changing the .draw color property still draws it as white, it also doesn't matter it I use a jpeg, or transparent png.</p>
  
  <p>[EDIT]</p>
  
  <p>So I'm now trying to use a <code>Viewport</code> instead of a basic effect to just get an x and y screen coordinate, I'll fix any scaling issue later, however now the image stays in the exact same spot (on the screen, it doesn't change position based on the camera) and doesn't get any bigger or smaller based on how far away it is</p>
  
  <p>My new billboard rendering function:</p>
  
  <pre><code>public void Draw(Camera camera, GraphicsDevice device, SpriteBatch spriteBatch, Texture2D Texture)
  {
      Viewport viewport = new Viewport(new Rectangle(0, 0, 800, 480));
      Vector3 viewSpaceTextPosition = viewport.Project(this.position, camera.Projection, camera.View, camera.World);
  
      spriteBatch.Begin();
      spriteBatch.Draw(Texture, new Vector2(viewSpaceTextPosition.X, viewSpaceTextPosition.Y), null, Color.White, 0, new Vector2(Texture.Bounds.Center.X, Texture.Bounds.Center.Y), this.Scale, SpriteEffects.None, viewSpaceTextPosition.Z);
      spriteBatch.End();
  
      device.RasterizerState = RasterizerState.CullCounterClockwise;
      device.BlendState = BlendState.Opaque;
      device.DepthStencilState = DepthStencilState.Default;
  }
  </code></pre>
  
  <p>So is my use of Viewport wrong or do I just need to use it's information differently in <code>spriteBatch.Draw()</code>?</p>