Documentation for asset rebuilding.

master
Andrew Russell 2018-02-23 17:55:19 +10:00
parent 693f827d64
commit 851cee4377
1 changed files with 14 additions and 2 deletions

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@ -112,8 +112,11 @@ If you have an existing solution and you would like to add FNA Template-derived
- Add the FNA project to your solution (Right click solution -> Add Existing Project)
Dealing with Content
====================
Building and loading shaders
============================
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FNA Template uses fxc.exe (from the DirectX SDK) to build shaders, rather than using a content pipleine. This produces raw .fxb files rather than the usual .xnb content files.
@ -129,7 +132,7 @@ Note that if you are not creating your own shaders, you can safely delete the sh
Building and loading other content
==================================
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Other content is built using the MonoGame Content Pipeline. The .mgcb file in the template can be opened with the MonoGame Content Pipeline Tool.
@ -139,6 +142,15 @@ Load content the same as you would with XNA or MonoGame. For example:
`font = Content.Load<SpriteFont>("Font");`
Runtime Asset Rebuild
---------------------
A simple content rebuild system is included in FNA Template. To use it, press **F5** while running a Debug build of the game. This will rebuild any modified content, and then call `UnloadContent` followed by `LoadContent`.
On non-Windows platforms, it requires that `msbuild` is in your `PATH`.
If you wish to use this in builds other than Debug builds, remove the relevant `#if DEBUG`s from the source code, and remove `Condition="'$(Configuration)' == 'Debug'"` from `build/ContentRebuilder.targets`.
Distributing your game
======================