New answers tagged xna-content-pipeline
You load the texture perfectly, but I don't see any code regarding the drawing of it. Add this: spriteBatch.Draw(image, new Vector(0f, 0f), Color.White); into your SplashScreen's Draw function.
It is possible to just pass the Content Manager to your modules, and have them load their own textures/data. Its also tidier, as the Module is responsible for loading its own textures, and doesn't have to depend on its resources being loaded elsewhere. I do something similar - my data objects have a string specifying a texture/model, and my rendering code ...
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