3 votes
Accepted

Why are .xnb files used rather than source files?

It is much simpler to only support a single format at runtime. A lot of formats just are not suited for quickly loading in the asset it contains. For example wavefront obj is a horrible format for ...
ratchet freak's user avatar
2 votes
Accepted

Render ModelContent directly

MonoGame does not support that, and original XNA did not either (as XNA developer Shawn Hargreaves blogged, "you must either use the Content Pipeline, or not use the type at all"). ...
Petri Laarne's user avatar
2 votes
Accepted

Error on MonoGame Content Pipeline: Texture Importer Error

You need to download and install the Visual C++ Redistributable Packages for Visual Studio 2013. These two posts on https://github.com/mono/MonoGame/issues/3556 worked for me: tomspilman: Hum... ...
Neepsnikeep's user avatar
2 votes

Monogame pipeline couldn't load Xamarin.Mac

At this time and with that error ... you should post this as a issue on github for monogame which is probably the correct place and maybe the only place to get attention from someone capable of giving ...
will_m's user avatar
  • 66
1 vote
Accepted

Proper way to build sensible object graphs?

Separate your contentloading from the class that holds your object data. ...
Felsir's user avatar
  • 4,067
1 vote
Accepted

How do you write Texture2DContent and read it as Texture2D in the XNA content pipeline?

Well, the answer was simple and something else entirely. It dawned on me that maybe I was packing too many individual textures into a single texture; it turns out I was. I'm not sure what the texture ...
Scott Lin's user avatar
  • 131
1 vote
Accepted

Error loading "SpriteFont1". File not found

Reflecting the ContentManager.Load(assetName) method, it gives this note: assetName: Asset name, relative to the loader root directory, and not including the .xnb extension. Even though ...
Steve H's user avatar
  • 5,089

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