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Command line developer tools mono framework
Command line developer tools mono framework










The resulting compiled effect file can be used from your game code like so: byte bytecode = File.ReadAllBytes("mycompiled.mgfx") If you use /?, /help, or simply pass no parameters to MGFXC you will get information about these command-line options. NOTE: PlayStation 4, Xbox One, and Switch support is only available to licensed console developers. The /Profile option defines the platform we're targeting with this effect file. If the /Debug flag is passed the resulting compiled effect file will contain extra debug information and the fewest possible optimizations. NOTE: The generated file is not an XNB file for use with the ContentManager. The path to write the compiled effect to. The input effect file in typical FX format with samplers, techniques, and passes defined.

command line developer tools mono framework

In a terminal run dotnet tool install -g dotnet-mgfxc to install MGFXC.

command line developer tools mono framework

If you compile effects directly with MGFXC you can load effects using the .Effect constructor that takes a byte array with the effect code.Įffects compiled directly are not files and can not be loaded by the ContentManager.

command line developer tools mono framework

The MGCB Editor uses MGFXC to compile effects and wrap them into an file, so they can be loaded using the ContentManager. The MGFXC tool is used to compile DirectX Effect files












Command line developer tools mono framework