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Jamiernmd

Z-buffer not working

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I'm using XNA and the models I am using are being drawn in the order in which they are evaluated, rather than by depth. I have not been able to work out why, as all the examples I have seen don't seem to be doing anything that I'm not. I have: GraphicsDevice.RenderState.DepthBufferWriteEnable = true; GraphicsDevice.RenderState.DepthBufferEnable = true; in my LoadContent() function. Is there another step that I'm missing? Thanks

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Have also noticed that the bottom of a cube model is slightly smaller than the top, which suggests it is using the z-buffer when scaling correctly, but when drawing it seems to ignore the z-buffer. Any idea's why?

cheers

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Are you using SpriteBatch at all? It can modify the depth buffer renderstates.

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