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    <p>It looks like an anistropic filtering problem. I notice you do have <code>GraphicsDevice.SamplerStates[0] = SamplerState.AnisotropicWrap;</code> being used. I would suggest having a look at Shawn Hargreaves <a href="http://blogs.msdn.com/b/shawnhar/archive/2009/09/24/texture-filtering-anisotropy.aspx" rel="nofollow">article on the topic</a> and specifically the following lines. </p> <pre><code>device.SamplerStates[0].MinFilter = TextureFilter.Anisotropic; device.SamplerStates[0].MagFilter = TextureFilter.Linear; device.SamplerStates[0].MipFilter = TextureFilter.Linear; device.SamplerStates[0].MaxAnisotropy = &lt;n&gt;; </code></pre> <p>Also,</p> <p>Make sure the code is being set at the right time as a <code>Effect.Begin</code> will reset these filter settings. Another code snippet to help.</p> <pre><code>// inside draw perform any other required draw code // Call begin on the basic effect and on the pass to initialize BasicEffect's render settings basicEffect.Begin(); basicEffect.CurrentTechnique.Passes[0].Begin(); // Set your desired filter settings GraphicsDevice.SamplerStates[0].MinFilter = TextureFilter.Anisotropic; GraphicsDevice.SamplerStates[0].MagFilter = TextureFilter.Anisotropic; GraphicsDevice.SamplerStates[0].MipFilter = TextureFilter.Linear; GraphicsDevice.SamplerStates[0].MaxAnisotropy = 16; // Commit the changes to basic effect so it knows you made modifications basicEffect.CommitChanges(); // Now perform you rendering to see Anisotropic filtering in effect </code></pre> <p>code snippet thanks to <a href="http://forums.create.msdn.com/forums/p/12956/12956.aspx" rel="nofollow">Jeromy Wash</a> over at <a href="http://forums.create.msdn.com/forums/" rel="nofollow">AppHub forums</a>, another great place to get help from the masters of XNA :)</p> <p>HTH</p>
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