   ZBuffer?
  Hello everyone,I've got a problem probably with ZBuffer (but not sure). When I draw to screen everything is OK but I need to render shadowmap, then render scene to render target and apply some postProcess effects.Scene looks like it was drawn in reverse order or something.There is my code rendering shadowmap and shadowmap itself as a picture.If someone could help me I will appreciate it :)private void DrawShadow()   {  GraphicsDevice.SetRenderTarget(0, rtShadow);  DepthStencilBuffer oldStencilBuffer = graphics.GraphicsDevice.DepthStencilBuffer;  graphics.GraphicsDevice.DepthStencilBuffer = shadowStencilBuffer;  GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);  shadow.Parameters["xLightPos"].SetValue(lightPos);  shadow.Parameters["xLightPower"].SetValue(5f);  shadow.Parameters["xCarLightTexture"].SetValue(lightMap);  foreach (ModelMesh mesh in model.Meshes)  { shadow.CurrentTechnique = shadow.Techniques["ShadowMap"]; foreach (ModelMeshPart meshPart in mesh.MeshParts) {shadow.Parameters["xLightsWorldViewProjection"].SetValue(mesh.ParentBone.Transform * lightViewProjectionMatrix);shadow.Parameters["xWorldViewProjection"].SetValue(mesh.ParentBone.Transform * viewProjectionMatrix);shadow.Parameters["xWorld"].SetValue(mesh.ParentBone.Transform);meshPart.Effect = shadow; } mesh.Draw();  }  GraphicsDevice.SetRenderTarget(0, null);  shadowMap = rtShadow.GetTexture();  graphics.GraphicsDevice.DepthStencilBuffer = oldStencilBuffer;   }