Weird error when trying to laod a 2D Texture
at Microsoft.Xna.Framework.Content.Pipeline.CommonHelperFunctions.InitD3D()
at Microsoft.Xna.Framework.Content.Pipeline.TextureImporter.InitD3D()
at Microsoft.Xna.Framework.Content.Pipeline.TextureImporter.Import(String filename, ContentImporterContext context)
at Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import(String filename, ContentImporterContext context)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAssetDirectly(BuildItem item, String importerName)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.RunTheBuild()
at Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RemoteProxy.RunTheBuild(BuildCoordinatorSettings settings, ITaskItem[] sourceAssets, TaskLoggingHelper msbuildLog, String[]& outputContent, String[]& rebuiltContent, String[]& intermediates) C:\Documents and Settings\roy\Mijn documenten\Visual Studio 2005\Projects\XNA\SpacePong\SpacePong\Content\ball.tga SpacePong
This is what i get when i compile my code.
I have no clue what this is about, here's my code btw:
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion
namespace SpacePong
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Main : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
ContentManager content;
public Main()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(Services);
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// Load your graphics content. If loadAllContent is true, you should
/// load content from both ResourceManagementMode pools. Otherwise, just
/// load ResourceManagementMode.Manual content.
/// </summary>
/// <param name="loadAllContent">Which type of content to load.</param>
///
Texture2D ball; //Initialize ball variable
Texture2D pong; //Initialize pong variable
Texture2D pong2; //Initialize pong2 variable
Texture2D back; //Initialize background variable
Vector2 ballC = Vector2.Zero; //Place to draw the ball
Vector2 pongC = Vector2.Zero; //Place to draw the pong
Vector2 pong2C = Vector2.Zero; //Place to draw pong2
Vector2 backC = Vector2.Zero; //Place to draw the background
//Vector2.Zero is the same as new Vector2(0,0);
SpriteBatch spriteBatch;
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
back = content.Load<Texture2D>(@"Content/back.tga"); //Load the background
pong = content.Load<Texture2D>(@"Content/pong.tga"); //Load the pong
pong2 = content.Load<Texture2D>(@"Content/pong.tga"); //Load the pong
ball = content.Load<Texture2D>(@"Content/ball.tga"); //Load the ball
spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
}
// TODO: Load any ResourceManagementMode.Manual content
}
/// <summary>
/// Unload your graphics content. If unloadAllContent is true, you should
/// unload content from both ResourceManagementMode pools. Otherwise, just
/// unload ResourceManagementMode.Manual content. Manual content will get
/// Disposed by the GraphicsDevice during a Reset.
/// </summary>
/// <param name="unloadAllContent">Which type of content to unload.</param>
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent == true)
{
content.Unload();
}
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the default game to exit on Xbox 360 and Windows
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin(); //Begin drawing
spriteBatch.Draw(back, backC, Color.White); //Draw the background
spriteBatch.End(); //Stop drawing
base.Draw(gameTime);
}
}
}
Thank you for helping me out,
Moffia

