Documentation for asset rebuilding.
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README.md
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README.md
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@ -112,8 +112,11 @@ If you have an existing solution and you would like to add FNA Template-derived
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- Add the FNA project to your solution (Right click solution -> Add Existing Project)
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Dealing with Content
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====================
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Building and loading shaders
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============================
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----------------------------
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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.
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@ -129,7 +132,7 @@ Note that if you are not creating your own shaders, you can safely delete the sh
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Building and loading other content
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==================================
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----------------------------------
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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.
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@ -139,6 +142,15 @@ Load content the same as you would with XNA or MonoGame. For example:
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`font = Content.Load<SpriteFont>("Font");`
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Runtime Asset Rebuild
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---------------------
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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`.
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On non-Windows platforms, it requires that `msbuild` is in your `PATH`.
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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`.
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Distributing your game
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======================
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