// Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set, as well as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateRotationX(modelRotation) * Matrix.CreateTranslation(modelPosition); effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); } // Draw the mesh, using the effects set above. mesh.Draw(); }