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 ...
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 ...
1
vote
Accepted
Proper way to build sensible object graphs?
Separate your contentloading from the class that holds your object data.
...
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 ...
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 ...
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