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Home/ Questions/Q 8821453
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Editorial Team
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Editorial Team
Asked: June 14, 20262026-06-14T05:51:32+00:00 2026-06-14T05:51:32+00:00

Recently I have posted the same question that my FBX model was not showing

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Recently I have posted the same question that my FBX model was not showing correctly in XNA. I got a answer to the question and the model was displayed slightly better, but it is still not displaying correctly.

What it should look like is this:
https://docs.google.com/open?id=0B54ow8GRluDUYTBubTQ4bjBramM
But it shows as:
https://docs.google.com/open?id=0B54ow8GRluDUNXR5bmJUMVJFTUk

My drawing code is:

public void Draw(Matrix projection, Matrix view)
{
   Matrix[] transforms = new Matrix[model.Bones.Count];
   model.CopyAbsoluteBoneTransformsTo(transforms);

   foreach (ModelMesh mesh in model.Meshes)
   {
      foreach (BasicEffect effect in mesh.Effects)
      {
         effect.EnableDefaultLighting();
         effect.View = view;
         effect.Projection = projection;
         effect.World = Matrix.CreateRotationX(-270) *
                        transforms[mesh.ParentBone.Index] *
                        Matrix.CreateTranslation(Position);
      }
   mesh.Draw();
   }
}

Can someone please help!
Thanks.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-14T05:51:33+00:00Added an answer on June 14, 2026 at 5:51 am

    This is my solution:

    protected override void Draw(GameTime gameTime)
    {
    
       GraphicsDevice.Clear(Color.CornflowerBlue);
    
       #region ResetGraphic
    
       ResetGraphic();
    
       #endregion
       #region render 3D
       BeginRender3D();
       //Render 3D here
       #endregion
       #region render 2D
    
       //Render 2D here
       #endregion
    
    }
    
    public void ResetGraphic()
    {              
       GraphicsDevice.BlendState = BlendState.AlphaBlend;
       GraphicsDevice.DepthStencilState = DepthStencilState.None;
       GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
       GraphicsDevice.SamplerStates[0] = SamplerState.AnisotropicWrap;
    
    }
    
    public void BeginRender3D()
    {
       GraphicsDevice.BlendState = BlendState.Opaque;
       GraphicsDevice.DepthStencilState = DepthStencilState.Default;
    }
    
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