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Alpha blending not rendering properly XNA 4.0

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I'm trying to render a tree made out of 2 rectangles intersecting in the center at a 90degree angle. The texture has an alpha channel but which ever rectangle gets rendered second causes a weird problem with the transparency.

Here is my rendering code:

public override void render(GraphicsDevice gd, Camera camera){    RasterizerState rs = new RasterizerState();    rs.CullMode = CullMode.None;    gd.RasterizerState = rs;    gd.BlendState = BlendState.AlphaBlend;    effect.CurrentTechnique = effect.Techniques["TexturedNoShading"];    effect.Parameters["xWorld"].SetValue(Matrix.CreateTranslation(position));    effect.Parameters["xView"].SetValue(camera.getViewMatrix());    effect.Parameters["xProjection"].SetValue(camera.getProjectionMatrix());    effect.Parameters["xTexture"].SetValue(m_texture);    foreach (EffectPass pass in effect.CurrentTechnique.Passes)    {        pass.Apply();        gd.Indices = m_indexBuffer;        gd.SetVertexBuffer(m_vertexBuffer);        gd.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, m_vertices.Length, 0, m_indices.Length / 3);    }    rs = new RasterizerState();    rs.CullMode = CullMode.CullCounterClockwiseFace;    gd.RasterizerState = rs;    gd.BlendState = BlendState.Opaque;}

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