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I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied

I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly

What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed.

Draw code below (as stripped down as possible)

        foreach (ModelMesh mesh in TIEAdvanced.Meshes)
            foreach (Effect effect in mesh.Effects)
                if (effect is BasicEffect)

        spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue);

        GraphicsDevice.DepthStencilState = DepthStencilState.Default;
        TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);
share|improve this question
please add your drawing code into question – Vodáček Jul 4 '12 at 6:54
I think I've had similar problems, when I generated lots of particles (sprites) with random Z-layers in my scene. Other sprites started blinking, phasing in and out rapidly. Maybe you're also doing something nasty with Z-layers? Let's see your code! – Marton Jul 4 '12 at 7:02
Actually I JUST figured it out then - apparently the moment you use the SpriteBatch with .Begin / End it sets the DepthStencilState to None! Adding GraphicsDevice.DepthStencilState = DepthStencilState.Default; after the SpriteBatch call fixed it. This would seem like a very common scenario but I had a hard time finding any information on this subject – manning18 Jul 4 '12 at 7:03
also recommended thing is to set blend state to opaque: GraphicsDevice.BlendState = BlendState.Opaque; – Vodáček Jul 4 '12 at 7:07
up vote 9 down vote accepted

SpriteBatch will change the following render states. Even if you don't specify any in your Begin call - it will use its own defaults:

GraphicsDevice.BlendState = BlendState.AlphaBlend;
GraphicsDevice.DepthStencilState = DepthStencilState.None;
GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
GraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp;

When you want to draw 3D models, you will want to set:

GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;

And, if your 3D models have wrapping UV coordinates:

GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;

This information comes from this blog post.

share|improve this answer
+1 For XNA 3.x users, the blog post you're looking for is here – doppelgreener Jul 4 '12 at 13:06
Unfortunate, but understandable. I ran into this issue since I made an omnipotent RenderLayer class that contained a list of IDrawable objects, but since it made no distinction between sprites and 3D (I had simply item.Draw() wedged between begin/end), I was hitting some issues. – Kyle Baran Aug 26 '14 at 14:54

I also had this problem, but the code

GraphicsDevice.DepthStencilState = DepthStencilState.Default;

resolved the problem.

share|improve this answer
Can't make any sense out of this. Please revise? – Cameron Fredman Mar 9 '13 at 3:46

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