This
demo shows how a 3D object can be used as a mask (taking only
its Z info into account, and rendering the background 2D sprite).
Ok,that's
probably not the most interesting use of the 'Use Z Information'
behavior... But think 'bluescreen' fx as used in movies, or
games like 'Resident Evil': you can have real time 3D objects
and characters within a prerendered background (2D sprite).
To handle occlusion of the character in the scene, you just
create a low poly version of the geometry of the scene, apply
the 'ZBuffer only' attribute to this geometry, and attach the
'Use Z information' behavior to any object.