[quote name='twoski' timestamp='1338915517' post='4946508']
Sorry for the lack of details.
(code snippet)
You went the wrong direction in providing extra code
Can you show the actual LoadContent function for DebugView, and not the code surrounding the function call?
"font" should be an actual filepath such as "Fonts/someFontName.spritefont"
So perhaps try adding "@Content/" to the beginning of said filepath?
I don't know what part of my code is adding this errant filepath to the ContentManager.
That I couldn't tell you unless I saw your entire codebase. But if you're writing it, and you don't know where fonts paths are being defined, that's a problem in itself.
[/quote]
I don't have the code for DebugView's LoadContent function since it's closed source afaik. It's a debugger thing for Farseer Physics.
public void LoadContent(GraphicsDevice device, ContentManager content);
That's the interface i have to work with. I'm just confused by this error because there is only one place in all of my code where i am loading fonts, and this code should work fine since it's done this way in functional examples:
public class SpriteFonts { public SpriteFont DetailsFont; public SpriteFont FrameRateCounterFont; public SpriteFont MenuSpriteFont; public SpriteFonts(ContentManager contentManager) { FrameRateCounterFont = contentManager.Load("Fonts/frameRateCounterFont"); DetailsFont = contentManager.Load("Fonts/detailsFont"); MenuSpriteFont = contentManager.Load("Fonts/menuFont"); } }
I'm kind of new to C#/XNA in general, sorry for the lacking descriptiveness.