Loads an asset that has been processed by the Content Pipeline.
Namespace: Microsoft.Xna.Framework.Content
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)
public virtual T Load<T> (
string assetName
)
Type Parameters
Parameters
- assetName
- Asset name, relative to the loader root directory, and not including the .xnb file extension.
Return Value
The loaded asset. Repeated calls to load the same asset will return the same object instance.
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
Note 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.
To load a Model from the directory .\content\models\ with the asset name of "box":
Model model = contentManager.Load<Model>( ".\\content\\models\\box" );
Tasks
Reference
Xbox 360, Windows XP SP2, Windows Vista, Zune