AndyL

Is there currently any way of providing parameters to the content pipeline For instance, if I had a huge terrain that I want to convert into blocks within the pipeline, it would be nice to set a parameter for the block size within the IDE's properties panel for the asset, alongside the ContentImporter/ContentProcessor settings.

If not I guess I'm going to have to create an XML file to describe the terrain, and import that instead. Not half as nice.



Re: XNA Framework Parameters for content processor

Joel Martinez

Properties on importers and processors that would rad!





Re: XNA Framework Parameters for content processor

Jon Watte

No, there is no way to pass parameters currently. That's why the default pipeline ships with three different texture converters, who each only differ very slightly in implementation.

I've filed this as a feature request in Connect; I suggest you do the same. This is a high priority feature IMO (not as important as fixing bugs, but one of the most important actual features).






Re: XNA Framework Parameters for content processor

AndyL

Jon,

do you have a link / title for the suggestion you filed I'll vote for it if it's still active.





Re: XNA Framework Parameters for content processor

Johnnylightbulb

There was this one, but it has been resolved. I'm not sure why:

https://connect.microsoft.com/feedback/ViewFeedback.aspx FeedbackID=240441&SiteID=226





Re: XNA Framework Parameters for content processor

Shawn Hargreaves - MSFT

Resolved just means that we've moved the bug across to our internal database. The two aren't terribly well integrated, unfortunately.





Re: XNA Framework Parameters for content processor

AndyL

Shawn Hargreaves - MSFT wrote:
Resolved just means that we've moved the bug across to our internal database. The two aren't terribly well integrated, unfortunately.

Does that mean the votes for it will still be looked at at a later date, or not





Re: XNA Framework Parameters for content processor

CodePfo

I had the same problem with terrain, each terrain will have different parameters. I got around this by describing the parameters in an XML file and using the XmlImporter. I then wrote a custom processor to build the assets.




Re: XNA Framework Parameters for content processor

thedo

Thats a neat idea. I got around it in a much less efficient way - I write 1 base processor, with several properties which are getters, and defined as abstract. Then when i need to change something, I simply inherit and set the values in the get part of the property. This leads to a lot of processors, but quite minimal code generation.

N