Content Pipeline Interfaces
Hi,
we stand in front of a real big problem, becaus we lose really a lot of time waiting for the new content pipeline. Because we develope a commercial project time means money.
I can understand if you cant release the content pipeline before the holidays, but we also must continue our development. Is it possible to release a next beta, with full documentation of the Content-Pipeline-Interface, so that we can continue our development? I want to know, how i can Load Sound-Files, Models, Textures and all the other stuff with the content pipeline.
I have seen, that the complete loader is available. Perhaps you can support us with some example XNB-Files, which we can load.
I hear you, but I'm afraid we can't promise anything at this point. MS policy is not to discuss future release plans, and I have to stick to that.
What I can do, though, is to answer any specific questions you may have about how things are going to work. So if you have particular areas that you want to know more about, please ask!
Providing example XNB files wouldn't be a lot of use at this point, because although the loader API was part of the beta, a lot of the internal type readers needed to make this work weren't finished yet, so the version in the beta isn't capable of doing anything particularly interesting.
Which internal type readers are finished yet? Would it be possible to load a simple cube and its belongings fx-files. With such a kind of model i can finish my scenegraph, frustum culling and so on without porting my code after the release of XNA and i would be very grateful if you can provide a model file.
Is this the correct way to render a model:
Model model;
foreach (ModelMesh mesh in model.Meshes)
{
mesh.BeginDraw();
foreach (ModelMeshPart meshPart in mesh.MeshParts)
{
meshPart.Effect.Begin(EffectStateOptions.Default);
meshPart.Effect.Parameters["Proj"].SetValue(new Matrix());
foreach (EffectPass pass in meshPart.Effect.CurrentTechnique.Passes)
{
pass.Begin();
meshPart.Draw();
pass.End();
}
meshPart.Effect.End();
}
mesh.EndDraw();
}
?
Though i can fill the model with my own data, but having a file would be great even though.
The Model loaders in the beta release really aren't going to be useful to you in any way. I know that's not what you want to hear, but sorry, that code simply isn't finished enough to work regardless of whether we gave you any files to run through it!
We're probably going to add some higher level drawing methods on ModelMesh for the final release. Drawing code will probably look something more like:
foreach (ModelMesh mesh in model.Meshes)
{
foreach (Effect effect in mesh.Effects)
effect.Parameters["Proj"].SetValue(whatever);
mesh.Draw();
}