I have a FPS I am making, and the walls are stored as boundyboxes. They work correctly, but they are drawn with a list of VertexPositionNormalTexture I have, a total of 12 triangles per wall, and I am having a problem. No matter what I try, they are being drawn over eachother. From certain angles you can see walls through each other, and I don't know what method I am missing that only draws walls relative to what you could see in real life. An example below:
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This is two walls, from overhead it would look like this:
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P |
With P representing the player. How can I only show vertexes the player would see, in an order that they don't overlap and make some walls see-through? Is my effect file wrong? Cullmode?

This is two walls, from overhead it would look like this:
|
-------
|
P |
With P representing the player. How can I only show vertexes the player would see, in an order that they don't overlap and make some walls see-through? Is my effect file wrong? Cullmode?