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

Provides base classes that represent processors used by the XNA Framework Content Pipeline when processing specific game asset types.

Classes

Name Description
Public Class EffectProcessor Processes a string representation to a platform-specific compiled effect.
Public Class FontDescriptionProcessor Provides methods to convert a font description class containing the name and size of a font into SpriteFontContent.
Public Class FontTextureProcessor Provides methods to convert a specially marked 2D bitmap into SpriteFontContent.
Public Class MaterialProcessor Builds the effects and textures of a MaterialContent object.
Public Class ModelBoneContent Stores design-time data for a ModelBone asset.
Public Class ModelBoneContentCollection A collection of ModelBoneContent objects.
Public Class ModelContent Stores design-time data for a Model asset.
Public Class ModelMeshContent Stores design-time data for a ModelMesh asset.
Public Class ModelMeshContentCollection A collection of ModelMeshContent objects.
Public Class ModelMeshPartContent Stores design-time data for a ModelMeshPart asset.
Public Class ModelMeshPartContentCollection Collection of ModelMeshPartContent objects.
Public Class ModelProcessor Processes a game asset mesh to a model content that is optimal for runtime.
Public Class ModelTextureProcessor Processes textures for 3D models.
Public Class PassThroughProcessor Provides an implementation of a no-operation processor that returns an unmodified copy of the input data.
Public Class SpriteFontContent Provides methods and properties for managing a design-time SpriteFont Class holding packed font data.
Public Class SpriteTextureProcessor Processes textures for use as 2D sprites or user interface components.
Public Class TextureProcessor Provides methods for processing textures.
Public Class VertexBufferContent Provides methods and properties for managing a design-time vertex buffer that holds packed vertex data.