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glBender

[.net] [XNA] Difference between automatic and manual resource management

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In the WindowsGame XNA template, there is a function called LoadGraphicsContent(), and it takes a boolean parameter called loadAllContent. If loadAllContent is true, you are supposed to override it to load automatic content AND manual content, otherwise just load the manual content. So I am wondering, what exactly is the difference between manual and automatic content?

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This helped me understanding a bit better what is going on: (from the beta 1 to beta 2 doc)
"LoadGraphicsContent is called automatically when the graphics device is reset or recreated. If loadAllContent is true, Automatic resources (such as textures) should be loaded. Manual resources must be loaded in each call to LoadGraphicsContent and unloaded in each call to UnloadGraphicsContent."

In DirectX 9 when the device gets lost all resources that were claimed using this device will have to be reclaimed. As far as I understand automatic resources are the resources that are loaded by using the contentmanager all other stuff are things like runtime generated meshes etc. (e.g. a heightfield runtime inferred from a bitmap that is loaded as an embedded resource)

cheers

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