public SkeletonRenderer(GraphicsDevice device) { this.device = device; batcher = new MeshBatcher(); var basicEffect = new BasicEffect(device); basicEffect.World = Matrix.Identity; basicEffect.View = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up); basicEffect.TextureEnabled = true; basicEffect.VertexColorEnabled = true; effect = basicEffect; rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.None; Bone.yDown = true; }