Category Archives: XNA

XNA4 Alpha Blending Problem

Depth sorting alpha blended objects
http://blogs.msdn.com/b/shawnhar/archive/2009/02/18/depth-sorting-alpha-blended-objects.aspx

SpriteBatch and renderstates in XNA Game Studio 4.0
http://blogs.msdn.com/b/shawnhar/archive/2010/06/18/spritebatch-and-renderstates-in-xna-game-studio-4-0.aspx

XNA 4.0에서의 SaveStateMode 구현하기
http://gomdong-alchemist.tistory.com/entry/XNA-40%EC%97%90%EC%84%9C%EC%9D%98-SaveStateMode-%EA%B5%AC%ED%98%84%ED%95%98%EA%B8%B0

XNA Content Pipeline Load Method

http://msdn.microsoft.com/en-us/library/bb197848(v=XNAGameStudio.30).aspx

ContentManager.Load Generic Method

The type of asset to load. Model, Effect, SpriteFont, Texture, Texture2D, Texture3D and TextureCube are all supported by default by the standard Content Pipeline processor, but additional types may be loaded by extending the processor.

Before a ContentManager can load an asset, you need to add the asset to your game project using the steps described in Adding Game Assets to Your Game.

The following are the Content Pipeline run-time classes supported by Load and the file formats they are associated with.

Effect Class .fx
Model Class .fbx, .x
SpriteFont Class

.bmp, .spritefont, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga

Bb197848.note(en-US,XNAGameStudio.30).gifNote
The default content processor for .bmp files is the texture processor. To process a .bmp file for use as a Sprite Font, click Sprite Font Texture – XNA Framework in the Properties pane for the .bmp file after it has been added to the project.
Texture Class, Texture2D Class .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga
Texture3D Class, TextureCube Class .dds

Note that these are the formats of the original assets; after processing, all assets will be .xnb files.