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