I've got a problem. When I try to render my model in XNA 4.0 some places of my texture are trasparent. Is something wrong with texture itself or am I doing something wrong? Model and texture are exported from Blender. I tried to disable color key or premultiply alpha but no luck there.
Screenshot:
http://i43.tinypic.com/2evg56u.jpg
Here are my draw methods:
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.CornflowerBlue, 1.0f, 0);
DrawModel(model, position);
spriteBatch.Begin();
spriteBatch.DrawString(font, "Camera\nX = " + cameraPosition.X.ToString() +
"\nY = " + cameraPosition.Y.ToString() +
"\nZ = " + cameraPosition.Z.ToString(), new Vector2(10, 10), Color.White);
spriteBatch.DrawString(font, "Look at\nX = " + cameraLookAt.X.ToString() +
"\nY = " + cameraLookAt.Y.ToString() +
"\nZ = " + cameraLookAt.Z.ToString(), new Vector2(10, 150), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
void DrawModel(Model model, Vector3 position)
{
foreach (ModelMesh mesh in model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.SpecularColor = new Vector3(0.25f);
effect.SpecularPower = 16;
effect.World = Matrix.CreateTranslation(position);
effect.Projection = projection;
effect.View = view;
}
mesh.Draw();
}
}