Paronamixxe, I'm doing that exact thing with my HUD. If you go into the "SyncLitScene()" function at the end of the include file you can change it as follows. All I'm doing is offsetting the view to a point where there are no world objects visible and then rendering the HUD objects which are fixed to the screen:
function SyncLitScene()
Update2D(time.frame)
// render the 2D scene
SetRenderToImage( renderImage, -1 )
ClearScreen()
Render2DBack()
HideHud() `Here we hide the HUD sprites
Render2DFront()
ShowHud() `Here we show them again
// draw to the shader image
SetRenderToImage( shaderImage, -1 )
ClearScreen()
DrawLights()
SetObjectImage(quad, renderImage, 0)
SetObjectImage(quad, shaderImage, 1)
// render the quad to the screen
SetRenderToScreen()
ClearScreen()
DrawObject( quad )
// render none scene 2D items (IE. HUD)
vx# = GetViewOffsetX()
vy# = GetViewOffsetY()
SetViewOffset(-GetDeviceWidth()*100, -GetDeviceHeight()*100)
Render2DFront()
SetViewOffsetvx#, vy#)
Swap()
endfunction
Using AppGameKit V2 Tier 1