MaterialProcessor.BuildTexture Method (Microsoft.Xna.Framework.Content.Pipeline.Processors)
Builds texture content.
Namespace: Microsoft.Xna.Framework.Content.Pipeline.Processors
Assembly: MonoGame.Framework.Content.Pipeline (MonoGame.Framework.Content.Pipeline.dll 3.8.0.1082)
Assembly: MonoGame.Framework.Content.Pipeline (MonoGame.Framework.Content.Pipeline.dll 3.8.0.1082)
- C#
- VB
- F#
protected ExternalReference<TextureContent> BuildTexture( string textureName, ExternalReference<TextureContent> texture, ContentProcessorContext context )
Syntax for VB is not yet implemented.
Syntax for F# is not yet implemented.
Parameters
- textureName
-
Type: System.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: Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext
Context for the specified processor.
Return Value
Type: ExternalReference<TextureContent>The built texture content.
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.
Supported in:
Windows DirectX Desktop
Linux Desktop
Windows DirectX Desktop
Linux Desktop