community. Just started playing with Monogame and stuck with a quite simple, but still unanswered issue, at least I couldn't find any answer.
The model rendered in Monogame (XNA) is not overlapping with its own parts:
Originally in Blender, it looks OK: 
The same in Windows 3D Viewer: 
I believe it depends on the order I'm rendering bones:
private void DrawModel(Model model, Matrix world, Matrix view, Matrix projection) { Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo( transforms ); var fixBlenderRotation = Matrix.CreateRotationZ(MathHelper.ToRadians(90)); var scale = Matrix.CreateScale(0.1f); //for (int i = model.Meshes.Count; i > 0; i--) // -> this looks OK for (int i = 1; i <= model.Meshes.Count; i++) // -> this looks BAD { ModelMesh mesh = model.Meshes[i - 1]; foreach (var effect in mesh.Effects) { if (effect is BasicEffect basicEffect) { basicEffect.EnableDefaultLighting(); basicEffect.Alpha = 1; basicEffect.View = view; basicEffect.Projection = projection; var boneTransform = transforms[mesh.ParentBone.Index]; basicEffect.World = (world * boneTransform * scale * Matrix.CreateTranslation(_modelPosition)) * fixBlenderRotation; } } mesh.Draw(); } } Depth buffer is enabled:
protected override void Initialize() { _graphics.GraphicsDevice.DepthStencilState = DepthStencilState.Default; _world = Matrix.CreateWorld(Vector3.Zero, Vector3.Forward, Vector3.Up); var cameraPosition = new Vector3(_radius, 0, 0); _camera = new FpsCamera(this, cameraPosition, Vector3.Zero, Vector3.Up); Components.Add(_camera); base.Initialize(); } So, cannot figure out how other tools render my model correctly while monogame is messing things up? The hierarchy of objects in Blender is correct:

