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)
  • 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