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Note
This method is available only when developing for Windows.
Builds texture content.
Syntax
'Declaration
Protected Overridable Function BuildTexture ( _
textureName As String, _
texture As ExternalReference(Of TextureContent), _
context As ContentProcessorContext _
) As ExternalReference(Of TextureContent)
protected virtual ExternalReference<TextureContent> BuildTexture (
string textureName,
ExternalReference<TextureContent> texture,
ContentProcessorContext context
)
protected:
virtual ExternalReference<TextureContent> BuildTexture(
String textureName,
ExternalReference<TextureContent> texture,
ContentProcessorContext context
)
Parameters
- textureName
Type: String
The name of the texture. This should correspond to the key used to store the texture in Textures. - texture
Type: ExternalReference<TextureContent>
The asset to build. This should be a member of Textures. - context
Type: ContentProcessorContext
Context for the specified processor.
Return Value
Type: ExternalReference<TextureContent>
The built texture content.
Remarks
textureName can be used to determine which processor to use. For example, if a texture is being used as a normal map, the user may not want to use the ModelTextureProcessor on it, which compresses textures.
Requirements
Namespace: Microsoft.Xna.Framework.Content.Pipeline.Processors
Assembly: Microsoft.Xna.Framework.Content.Pipeline (in microsoft.xna.framework.content.pipeline.dll)
See Also
Reference
MaterialProcessor Class
MaterialProcessor Members
Microsoft.Xna.Framework.Content.Pipeline.Processors Namespace
Platforms
Windows 7, Windows Vista, Windows XP