Datasheet

Microsoft.Xna.Framework.Content.Pipeline.FBXImporter.dll is the biggest of all dlls and con-
tains a lot of code to import .fbx 3D model files and supports many features — for example,
skinning and bones.
Microsoft.Xna.Framework.Content.Pipeline.TextureImporter.dll is used to import texture files
to your game. These files can be .dds files already in the DirectX format (which is the best format
for textures and supports hardware compression), but .png, .jpg, .bmp, and .tga files are also
supported. 2D sprites are just textures, too, and usually use the uncompressed 32-bit format.
Microsoft.Xna.Framework.Content.Pipeline.XImporter.dll allows you to import .x 3D model
files, a format that was used by many DirectX applications and samples.
Figure 1-6
Your game itself will never require any of these dlls; they are just used to build and compile the content
into .xnb (XNA Binary) files in your build process. This makes the distribution easier because you don’t
have to worry about the game content files anymore; it is easier to make sure all the content files are there
when you start your game. Don’t modify the .xnb files; they are just the output format (such as .exe) and
should not be modified directly. You also can’t convert the data back to textures, models, or shaders (well
it might be possible, but it is hard to find working tools for that). The .xnb files are also very different on
the Windows platform and the Xbox 360 platform, whereas the game source code and the content files
might be exactly the same.
Additionally, you can create your own custom content processors, which allow you to compile any other
game asset you have (for example, another model format) into .xnb files. You explore that in Part II
when you have to make sure all your 3D models have tangent data for the normal mapping shaders.
Okay, that’s all the basics you need for now. It is time to get going and code your first game.
Get the Free XNA Game Studio Express
To start coding right away, you have to make sure that you have the correct tools installed; the IDE is an
especially important tool to get started quickly. If you already have XNA Game Studio Express installed
and configured, you can skip this chapter. This part was written just in case anyone needs additional tips
Custom
?
(e.g., XML)
3D Models
Textures
Sound Shaders
XNA Content Pipeline
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Chapter 1: Introducing XNA
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