MashRinx

Hello,

I'm a new XNA and C# programmer and wondered if someone could explain to me the difference between using Texture2D.FromFile() or Content.Load<Texture2D> to load texture resources into an application Is there a benefit to using one approach over the other I looked into the XNA documentation but couldn't find any documentation the really differnetiated between the two approaches

Thanks in advance for any insight,
Kevin



Re: XNA Framework Differences between Texture2D.FromFile() & Content.Load<Texture2D>

atlStylez

Texture2D.FromFile - Load a texture from a given file name. Real easy to use, and more dynamic. Content doesn't have to be included in the project, and recompiled, etc...

Content.Load<Texture2D> - Load a texture by a key/tag name. This requires the texture to be part of the project, and have it's settings to be setup as a XNA Framecontent content file. Content is a general purpose content manager that can handle the loading of misc. built-in file types such as audio, textures, models, etc...And for development on the Xbox360, i think(not sure) that it is requred you use the content manager. So every piece of content you use will have been in your project, so you can't just subsitute out content easily.





Re: XNA Framework Differences between Texture2D.FromFile() & Content.Load<Texture2D>

MashRinx

Thanks for the response, atlStylez. This may actually help answer my other (semi-related) question that I hadn't posted yet. If I moved my project to another machine that had C# Express and GSE installed, If I tried to run my project, I would get exceptions when trying to run. ALl of the errors seem tied to the FromFIle() calls, even though I was specifying to copy every time. Maybe it was the copying every time that was causing the issue, now that I think about it :) The only way I could get it to run would be to step into the code, and make sure that, step by step, I was hitting each line where I was pulling in a texture using the FromFile() method. Once I did that, and hit each of those calls one at a time, I could continue the execution of the code without issues, and could then execute the project from scratch without errors... Strange. I'm thinking that it may have been the relative location of the files that was causing the issue, but I'm still unsure as to why it would only happen until I step through the code first.

All that being said, I think I will replace my FromFIle() calls with Content.Load<> calls and see if that improves things. I like the idea of everything being self contained anyway. I was getting errors when trying to publish the app to a remote machine as well, so hopefully this will fix both issues.

Thanks again.





Re: XNA Framework Differences between Texture2D.FromFile() & Content.Load<Texture2D>

nobodyman

All that being said, I think I will replace my FromFIle() calls with Content.Load<> calls and see if that improves things. I like the idea of everything being self contained anyway. I was getting errors when trying to publish the app to a remote machine as well, so hopefully this will fix both issues.
I'd like to know what kind of a performance impact you get from using the ContentManager. If you have the time could you reply to this thread with your findings My assumption is that the content manager is (usually)more efficient than doing things manually, but I'd like to see how it pans out.







Re: XNA Framework Differences between Texture2D.FromFile() & Content.Load<Texture2D>

JDPeckham

i doubt you'll notice any gain in performance for using the content manager or the fromfile() however, if you don't use the content manager... then you are going to have to keep track of how content gets loaded on your own...

ie "hmm do i use the content manager for this type of texture or sound file or am i suppose to use my custom FromFile method i created... oh gee i forget"

in otherwords, i think using the content manager gives some sort of consistency between content types and how they're loaded. (the trick being that there is a content importer for the content that you want to use)

sometimes the look of code can help it become more readable and easier to work on, even if you're working alone.






Re: XNA Framework Differences between Texture2D.FromFile() & Content.Load<Texture2D>

Shawn Hargreaves - MSFT

You should find the content manager is quite a bit faster if you are loading your textures with mipmaps or using DXT compression, because it can do those calculations just once at build time rather than every time you load the file.

You won't see much difference either way if you are loading without any format conversions, though.