   Lost - Code is drawing only 1 out of 250 objects
  I've got code that should draw 250 spheres. To keep memory costs down, I'm using the same mesh object for all of them. This results in only one sphere being drawn. If I load up separate mesh objects, all of the spheres display.I remember something like this happening a while back, but I don't remember what the solution was.Anyway, draw code:   public override void Draw(double dt)   {  Matrix world = scale * this.WorldRotation * Matrix.Translation(this.WorldPosition);  GlobalData.DeviceManager.SetTransform(TransformState.World, world);  if (GlobalData.LightEffect != null)  { GlobalData.LightEffect.SetValue<Float4x4>("World", world); GlobalData.LightEffect.SetValue<Float3x3>("WorldRotation", this.WorldRotation); GlobalData.LightEffect.Begin(); GlobalData.LightEffect.BeginPass(0);  }  int i, count = this.mesh.GetMaterials().Count();  for (i = 0; i < count; ++i)  { if (this.textures != null) {GlobalData.DeviceManager.Device.SetTexture(0, this.textures); } this.mesh.DrawSubset(i);  }  if (GlobalData.LightEffect != null)  { GlobalData.LightEffect.End(); GlobalData.LightEffect.EndPass();  }  base.Draw(dt);   }
  Do you change the world position of the object every single time before you call this draw method?   ;  Not sure what you mean. If you mean, changing the DeviceManager.SetTransform(World) or GlobalData.LightEffect.SetValue("World"), then each one has a different world position and yes.   ;  Solved it. A problem in my loading - Returning the exact same scene object each time.   