MaterialProcessor Class (Microsoft.Xna.Framework.Content.Pipeline.Processors)
Provides methods and properties for maintaining a collection of named texture references.
System.Object
Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<TInput,TOutput>
Microsoft.Xna.Framework.Content.Pipeline.Processors.MaterialProcessor
Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<TInput,TOutput>
Microsoft.Xna.Framework.Content.Pipeline.Processors.MaterialProcessor
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#
[ContentProcessorAttribute(DisplayName = "Material - MonoGame")] public class MaterialProcessor : ContentProcessor<TInput,TOutput>
Syntax for VB is not yet implemented.
Syntax for F# is not yet implemented.
The MaterialProcessor type exposes the following members.
Platforms | Name | Description | |
---|---|---|---|
MaterialProcessor | Initializes a new instance of the MaterialProcessor class. |
Platforms | Name | Description | |
---|---|---|---|
ColorKeyColor | Gets or sets the color value to replace with transparent black. | ||
ColorKeyEnabled | Specifies whether color keying of a texture is enabled. | ||
DefaultEffect | The default effect type for this instance of MaterialProcessor. | ||
GenerateMipmaps | Specifies if a full chain of mipmaps are generated from the source material. Existing mipmaps of the material are not replaced. | ||
PremultiplyTextureAlpha | Specifies whether alpha premultiply of textures is enabled. | ||
ResizeTexturesToPowerOfTwo | Specifies whether resizing of a material is enabled. Typically used to maximize compatability with a graphics card because many graphics cards do not support a material size that is not a power of two. If ResizeTexturesToPowerOfTwo is enabled, the material is resized to the next largest power of two. | ||
TextureFormat | Specifies the texture format of output materials. Materials can either be left unchanged from the source asset, converted to a corresponding Color, or compressed using the appropriate DxtCompressed format. |
Platforms | Name | Description | |
---|---|---|---|
BuildEffect | Builds effect content. | ||
BuildTexture | Builds texture content. | ||
CreateDefaultMaterial | Helper method which returns the material for a default effect. | ||
GetDefaultEffect | Helper method which returns the default effect for a material. | ||
Process | Builds the texture and effect content for the material. (Overrides ContentProcessor<TInput,TOutput>.Process().) |
In addition to texture references, opaque data values are stored in the OpaqueData property of the base class.
Supported in:
Windows DirectX Desktop
Linux Desktop
Windows DirectX Desktop
Linux Desktop