BitmapFont on Content-Pipeline
2006/12/18
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CG Programing
An old XNA Extras had used System.XML, but it becomes
unable to use because XNA Framework doesn't allow to
reference System.XML. But, we can use great solution
using Content-Pipeline. I found it in
this thread.
In this thread, new XNAExtras Aaron Leiby have posted
is a very good solution. This may be the quickest
bitmap font solution I have seen. This converted
XNAExtras makes it possible to load XML files
generated by bmfontgen with content-pipeline.
- Build XNABaseWin or Xbox.
- Modify the reference of XNAImport and build
it.
- Double-click the property of your game project
and add XNAImport.dll to your
content-pipeline.
- Add XNABase.dll as the reference of your
project.
- Change properties of your XML files generated
by bmfontgen. XNA Content Pipeline is true, Content
Importer is BitmapFontImporter, Content Font
Processor is BitmapFontProcessor.
Now, you can load your bitmap font as the following:
BitmapFont bitmapFont =
content.Load<BitmapFont>(asset_name);