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XNA Content Processor Transparency

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Hi All


I am having a strange issue with a custom content processor for processing map levels.


I have the following code which imports a PNG image. When I use the serialized data in the spriteBatch.Draw(..) call, the renderer does not see magenta as transparent and the magenta color is left on the screen:

var extRef = new ExternalReference<Texture2DContent>(path);
var texture = context.BuildAsset<Texture2DContent, Texture2DContent>(extRef, null, data, null, asset);

If I modify the code to use a TextureContent type along with the required importer and processor types, along with some casting on the game-code-side the transparency is fine and there is no magenta shown:

var extRef = new ExternalReference<TextureContent>(path);
var texture = context.BuildAsset<TextureContent, TextureContent>(extRef, "TextureProcessor", data, "TextureImporter", asset);

Could someone please shed some light on what is going on here?






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