#region File Description //----------------------------------------------------------------------------- // DualTextureProcessor.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using Microsoft.Xna.Framework.Content.Pipeline; using Microsoft.Xna.Framework.Content.Pipeline.Processors; using Microsoft.Xna.Framework.Content.Pipeline.Graphics; using System.Collections.Generic; #endregion namespace ContentPipelineExtension { /// /// Custom processor for building the model used in the DualTextureEffect demo. /// This code automatically applies the DualTextureEffect onto the model, and /// also sets it up to reference the correct light map overlay texture. /// [ContentProcessor] class DualTextureProcessor : ModelProcessor { protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { DualTextureMaterialContent dual = new DualTextureMaterialContent(); // Copy the base (diffuse) texture from the existing BasicEffect material. dual.Texture = ((BasicMaterialContent)material).Texture; // Add the second lightmap texture. dual.Texture2 = new ExternalReference("lightmap.tga"); return base.ConvertMaterial(dual, context); } } }