# Why are Monogame models tied to effects?

When I load a model in Monogame using ContentManager, the model contains effects on each mesh (mesh.Effects). This is confusing to me since models seem to be directly tied to their rendering, rather than existing as standalone 3D models. Further, this makes applying custom effects more difficult in code, since I have loop through each ModelMeshPart and assign effects. The comparison to 2D would be a Texture2D containing its own SpriteBatch settings, which wouldn't make sense. Why are models tied to effects, and how can I separate them?

• Thanks for the answer. I understand that effects are needed for drawing, but I'd like to write effect.Apply(), then mesh.Draw(), such that the model is logically separated from the effect used to draw that model. I don't know how that's possible without setting effects on ModelMeshPart. – Grimelios Oct 17 '17 at 6:40