We recently released
AGI Components 2010 r11, which includes a new primitive: the ordered composite primitive. This is a container that holds other primitives, and guarantees a render order (aka z-order).
The ordered composite primitive's most common use is to determine what is drawn on top of what when primitives on the globe overlap. For example, we might have a triangle mesh primitive for a state:

Then we want to draw triangle mesh primitives for area codes on top of the state:

Finally, we want to draw a polyline for a river over the area codes and state:

This is done by putting the triangle mesh and polyline primitives into an ordered composite primitive in their desired bottom to top order:
OrderedCompositePrimitive composite = new OrderedCompositePrimitive();
composite.Add(pennsylvania);
composite.Add(areaCode610);
composite.Add(areaCode215);
composite.Add(schuylkillRiver);
SceneManager.Primitives.Add(composite);
For more information, check out the ordered composite's
overview or
reference help on
ADN.