I think he means prerendered sceneries to interact visually with 3d objects. Like in Final Fantasy 7/8/9 and most games of the Resident Evil series.
@Belthazor: I've messed with some code for a bit and came up with this code in the attached file.
I created a scene in my modeller, placed the camera and took a pic.
Then i edited the scene to remove some of the quality/polys and exported it to an .x file (scene.x). The camera in the game has to have the same position and field of view as the camera used to take the pic so in the modeler I created a sphere in the exact same place as the camera to act as placeholder for the camera ingame and exported that sphere as cam.x. I also took note of the vertical field of view angle to setup up my game camera properly later. Note that this camera is pointing to position 0,0,0 of the world so I don't need to create a placeholder for the camera's target otherwise i'd have to create another sphere so I could point the camera to its position.
After this i just assembled it together in the program.
In reality this shouldn't work because object 1 is alpha mapped to a value of one which should render it invisible and show the red sphere behind it but it's taking advantage of the transparency "bug" (is it a bug?) where a transparent object that is drawn first than a solid object will still occlude the solid object as if it was visible.
I hope this was simple enough to understand and that u can take advantage of this.
Take care
AtomR