I am rendering a textured model using the XNA BasicEffect. When I enable fog, the model outline is still visible as many small black dots when it should be "in the fog". Why is this happening?

Here is a minimal example showing my problem: (the ship model that this example uses is from the chase camera sample on this site — in case anyone wants to try it out ;))
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Model model;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
model = Content.Load<Model>("ship");
foreach (ModelMesh mesh in model.Meshes)
{
foreach (BasicEffect be in mesh.Effects)
{
be.EnableDefaultLighting();
be.FogEnabled = true;
be.FogColor = Color.CornflowerBlue.ToVector3();
be.FogStart = 10;
be.FogEnd = 30;
}
}
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
model.Draw(Matrix.Identity * Matrix.CreateScale(0.01f) * Matrix.CreateRotationY(3 * MathHelper.PiOver4),
Matrix.CreateLookAt(new Vector3(0, 0, 30), Vector3.Zero, Vector3.Up),
Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16f/9f, 1, 100));
base.Draw(gameTime);
}
}
