Table of Contents

Namespace Microsoft.Xna.Framework.Content.Pipeline.Processors

Classes

CompiledEffectContent

Represents a compiled Effect.

EffectProcessor

Processes a string representation to a platform-specific compiled effect.

FontDescriptionProcessor
FontTextureProcessor
LocalizedFontProcessor

Custom processor extends the SpriteFont build process to scan over the resource strings used by the game, automatically adding whatever characters it finds in them to the font. This makes sure the game will always have all the characters it needs, no matter what languages it is localized into, while still producing an efficient font that does not waste space on unnecessary characters. This is especially useful for languages such as Japanese and Korean, which have potentially thousands of different characters, although games typically only use a small fraction of these. Building only the characters we need is far more efficient than if we tried to include the entire CJK character region.

MaterialProcessor

Provides methods and properties for maintaining a collection of named texture references.

ModelBoneContent
ModelBoneContentCollection
ModelContent
ModelMeshContent
ModelMeshContentCollection

A collection of ModelMeshPartContent objects. This class cannot be inherited.

ModelMeshPartContent

Stores design-time data for a ModelMeshPart asset.

ModelMeshPartContentCollection
ModelProcessor

Processes a game asset mesh to a model content that is optimal for runtime.

PassThroughProcessor

As the name implies, this processor simply passes data through as-is.

SongContent

Represents a processed Song object.

SongProcessor

A custom song processor that processes an intermediate AudioContent type. This type encapsulates the source audio content, producing a Song type that can be used in the game.

SoundEffectContent

Represents a processed sound effect.

SoundEffectProcessor

A sound effect processor that processes an intermediate AudioContent type. This type encapsulates the source audio content, producing a SoundEffect type that can be used in the game.

TextureProcessor
VertexBufferContent

Provides methods and properties for managing a design-time vertex buffer that holds packed vertex data.

VertexDeclarationContent

Provides methods and properties for maintaining the vertex declaration data of a VertexContent.

VideoProcessor

Enums

EffectProcessorDebugMode

Specifies how debugging of effects is to be supported in PIX.

MaterialProcessorDefaultEffect

Specifies the default effect type.

TextureProcessorOutputFormat

Specifies the target output (of type SurfaceFormat) of the texture processor. Used by TextureProcessor.TextureFormat.