ContentManager.Load Generic Method
Loads an asset that has been processed by the Content Pipeline.
Syntax
'Declaration
Public Overridable Function Load(Of T) ( _
assetName As String _
) As T
public virtual T Load<T> (
string assetName
)
public:
generic<typename T>
virtual T Load(
String assetName
)
Type Parameters
- T
The type of asset to load. Model, Effect, SpriteFont, Texture, Texture2D, and TextureCube are all supported by default by the standard Content Pipeline processor, but additional types may be loaded by extending the processor.
Parameters
- assetName
Type: String
Asset name, relative to the loader root directory, and not including the .xnb extension.
Return Value
Type: T
The loaded asset. Repeated calls to load the same asset will return the same object instance.
Exceptions
Exception type | Condition |
---|---|
ObjectDisposedException | Load was called after the ContentManager was disposed. |
ArgumentNullException | The assetName argument is null. |
ContentLoadException | The type of the assetName in the file does not match the type of asset requested as specified by T. |
Remarks
Before a ContentManager can load an asset, you need to add the asset to your game project using the steps described in How to: Add Game Assets to a Content Project.
The following are the Content Pipeline run-time classes supported by Load and the file formats they are associated with.
Effect Class | .fx |
Model Class | .fbx, .x |
SpriteFont Class | .bmp, .spritefont, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga
Note
The default content processor for .bmp files is the texture processor. To process a .bmp file for use as a Sprite Font, click Sprite Font Texture - XNA Framework in the Properties pane for the .bmp file after it is added to the project.
|
Texture Class, Texture2D Class | .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga |
TextureCube Class | .dds |
Note that these are the formats of the original assets; after processing, all assets will be .xnb files.
Example
To load a Model from the directory .\content\models\ with the asset name of "box":
Model model = contentManager.Load<Model>( ".\\content\\models\\box" );
Requirements
Namespace: Microsoft.Xna.Framework.Content
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)
See Also
Tasks
How to:Add a Resource
Reference
ContentManager Class
ContentManager Members
Microsoft.Xna.Framework.Content Namespace
Platforms
Windows Phone