Namespace: Microsoft.Xna.Framework.ContentAssembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)
public virtual T Load<T> ( string assetName )
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.
.bmp, .spritefont, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga
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" );