XBox One 3D not working!

Okay, I found another thread dealing with this same issue: XB1 and MonoGame and it refers to XBox One requiring dynamic vertex buffers instead of standard vertex buffers. SO I modified the single triangle example to use a DynamicVertexBuffer, and lo and behold, it works!

However, the real game I’ve been working on used Models and Meshes extensively…I have not idea how to force those to use dynamic vertex buffers, or if that is even possible. Does anyone have any experience with this? Is there a way to have a Mesh loaded from the Content manager use DynamicVertexBuffers?

Sample of my actual rendering code is below in case that helps…

        foreach (ModelMesh mesh in model.Meshes)
        {
            if (mesh.BoundingSphere.Radius < bsRadius)
            {
                bsCenter = mesh.BoundingSphere.Center;
                bsRadius = mesh.BoundingSphere.Radius;
            }

            foreach (BasicEffect be in mesh.Effects)
            {
                be.EnableDefaultLighting();
                be.Projection = c.Projection;
                be.View = c.View;
                be.World = boneTransforms[mesh.ParentBone.Index] * Matrix.CreateScale((1.0f / bsRadius) * scaleFactor) * GetWorld();

                if (OverrideTexture != null)
                {
                    if (((OverrideTextureForMeshNumber.HasValue) && (OverrideTextureForMeshNumber.Value == meshNumber)) || !OverrideTextureForMeshNumber.HasValue)
                    {
                        if (savedTexture == null)
                            savedTexture = be.Texture;

                        be.Texture = OverrideTexture;
                    }
                }
                else
                {
                    if (((OverrideTextureForMeshNumber.HasValue) && (OverrideTextureForMeshNumber.Value == meshNumber)) || !OverrideTextureForMeshNumber.HasValue)
                    {
                        if (savedTexture != null)
                            be.Texture = savedTexture;
                    }
                }
            }

            mesh.Draw();

            meshNumber++;
        }
    }