From f66e2cb80d2af894bb470cce8d41ca6670518afb Mon Sep 17 00:00:00 2001 From: "Simon (Darkside) Jackson" Date: Tue, 6 Aug 2024 17:17:02 +0100 Subject: [PATCH] More casing --- .../whatis/content_pipeline/CP_Content_Advanced.md | 4 ++-- articles/getting_to_know/whatis/content_pipeline/CP_DOM.md | 2 +- .../getting_to_know/whatis/content_pipeline/CP_Overview.md | 2 +- .../whatis/content_pipeline/CP_SpriteFontSchema.md | 2 +- .../whatis/content_pipeline/CP_StdImpsProcs.md | 2 +- .../whatis/content_pipeline/CP_StdParamProcs.md | 2 +- .../whatis/content_pipeline/CP_Tips_For_Developing.md | 2 +- .../whatis/content_pipeline/CP_XML_Elements.md | 4 ++-- articles/getting_to_know/whatis/content_pipeline/index.md | 2 +- articles/getting_to_know/whatis/content_pipeline/toc.yml | 2 +- 10 files changed, 12 insertions(+), 12 deletions(-) diff --git a/articles/getting_to_know/whatis/content_pipeline/CP_Content_Advanced.md b/articles/getting_to_know/whatis/content_pipeline/CP_Content_Advanced.md index fbb1e02..28902a3 100644 --- a/articles/getting_to_know/whatis/content_pipeline/CP_Content_Advanced.md +++ b/articles/getting_to_know/whatis/content_pipeline/CP_Content_Advanced.md @@ -30,7 +30,7 @@ The flexibility of this process enables you to create and update game assets usi Describes how to add a custom processor or importer to an existing game solution. -- [Extending a Standard Content Processor](../../howto/Content_Pipeline/HowTo_Extend_Processor.md) +- [Extending a Standard Content Processor](../../howto/content_pipeline/HowTo_ExtendFontProcessor.md) Describes how MonoGame lets you modify or extend the behavior of any standard Content Pipeline processor that ships with the product. @@ -38,6 +38,6 @@ The flexibility of this process enables you to create and update game assets usi Describes how to develop with parameterized processors, both standard and custom. -- [How to: Extend the Font Description Processor to Support Additional Characters](../../howto/Content_Pipeline/HowTo_ExtendFontProcessor.md) +- [How to: Extend the Font Description Processor to Support Additional Characters](../../howto/content_pipeline/HowTo_ExtendFontProcessor.md) Describes the process of developing a custom content processor needed to add additional characters to a [FontDescription](xref:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription) object based on the text that is required by the game. diff --git a/articles/getting_to_know/whatis/content_pipeline/CP_DOM.md b/articles/getting_to_know/whatis/content_pipeline/CP_DOM.md index 3e52d36..a01a345 100644 --- a/articles/getting_to_know/whatis/content_pipeline/CP_DOM.md +++ b/articles/getting_to_know/whatis/content_pipeline/CP_DOM.md @@ -16,5 +16,5 @@ The following diagram lists the complete Content DOM. - [What Is Content?](CP_Overview.md) - [What is the Content Pipeline?](CP_Architecture.md) -- [Extending a Standard Content Processor](../../howto/Content_Pipeline/HowTo_Extend_Processor.md) +- [Extending a Standard Content Processor](../../howto/content_pipeline/HowTo_Extend_Processor.md) - [Adding New Content Types](CP_Content_Advanced.md) diff --git a/articles/getting_to_know/whatis/content_pipeline/CP_Overview.md b/articles/getting_to_know/whatis/content_pipeline/CP_Overview.md index e43bbc1..6aed43d 100644 --- a/articles/getting_to_know/whatis/content_pipeline/CP_Overview.md +++ b/articles/getting_to_know/whatis/content_pipeline/CP_Overview.md @@ -29,7 +29,7 @@ This architecture also provides several other benefits. For MonoGame games that use the most common types of art assets and formats, a detailed knowledge of how the Content Pipeline works is unnecessary. MonoGame supplies standard importers and processors for many popular DCC file formats. The only procedure necessary is to add these assets to the game's content project. For a list of formats MonoGame inherently supports, see [Standard Content Importers and Content Processors](CP_StdImpsProcs.md). -To use a DirectX Effect (.fx) file in your game, for example, just [add](../../howto/Content_Pipeline/HowTo_GameContent_Add.md) the file to the MonoGame game content project (.mgcb). The MonoGame Pipeline tool recognizes the .fx file type as one it supports, and it assigns the correct components to it that are used to process it when the game is built. The game then can access the effect through the standard [ContentManager.Load](xref:Microsoft.Xna.Framework.Content.ContentManager) method of the MonoGame Framework. The game programmer does not need to be concerned about all the steps taken by the Content Pipeline to ready it for this straightforward use. +To use a DirectX Effect (.fx) file in your game, for example, just [add](../../howto/content_pipeline/HowTo_GameContent_Add.md) the file to the MonoGame game content project (.mgcb). The MonoGame Pipeline tool recognizes the .fx file type as one it supports, and it assigns the correct components to it that are used to process it when the game is built. The game then can access the effect through the standard [ContentManager.Load](xref:Microsoft.Xna.Framework.Content.ContentManager) method of the MonoGame Framework. The game programmer does not need to be concerned about all the steps taken by the Content Pipeline to ready it for this straightforward use. There are other circumstances, however, when it helps to understand how the Content Pipeline works. diff --git a/articles/getting_to_know/whatis/content_pipeline/CP_SpriteFontSchema.md b/articles/getting_to_know/whatis/content_pipeline/CP_SpriteFontSchema.md index 5610f17..ae9dc16 100644 --- a/articles/getting_to_know/whatis/content_pipeline/CP_SpriteFontSchema.md +++ b/articles/getting_to_know/whatis/content_pipeline/CP_SpriteFontSchema.md @@ -69,7 +69,7 @@ Here is a sample localized `.spritefont` file: ## See Also -- [Adding Content to a Game](../../howto/Content_Pipeline/HowTo_GameContent_Add.md) +- [Adding Content to a Game](../../howto/content_pipeline/HowTo_GameContent_Add.md) ### Reference diff --git a/articles/getting_to_know/whatis/content_pipeline/CP_StdImpsProcs.md b/articles/getting_to_know/whatis/content_pipeline/CP_StdImpsProcs.md index f88b952..cb80e9f 100644 --- a/articles/getting_to_know/whatis/content_pipeline/CP_StdImpsProcs.md +++ b/articles/getting_to_know/whatis/content_pipeline/CP_StdImpsProcs.md @@ -42,6 +42,6 @@ The following describes the standard Content Processors and the type of game ass ## See Also -- [Adding Content to a Game](../../howto/Content_Pipeline/HowTo_GameContent_Add.md) +- [Adding Content to a Game](../../howto/content_pipeline/HowTo_GameContent_Add.md) - [What Is Content?](CP_Overview.md) - [Adding a Custom Importer](CP_AddCustomProcImp.md) diff --git a/articles/getting_to_know/whatis/content_pipeline/CP_StdParamProcs.md b/articles/getting_to_know/whatis/content_pipeline/CP_StdParamProcs.md index e28cf0d..fd42f8c 100644 --- a/articles/getting_to_know/whatis/content_pipeline/CP_StdParamProcs.md +++ b/articles/getting_to_know/whatis/content_pipeline/CP_StdParamProcs.md @@ -23,4 +23,4 @@ The following describes only standard Content Processors that accept parameters, ## See Also -- [Adding Content to a Game](../../howto/Content_Pipeline/HowTo_GameContent_Add.md) +- [Adding Content to a Game](../../howto/content_pipeline/HowTo_GameContent_Add.md) diff --git a/articles/getting_to_know/whatis/content_pipeline/CP_Tips_For_Developing.md b/articles/getting_to_know/whatis/content_pipeline/CP_Tips_For_Developing.md index 06f3bec..b77b9bc 100644 --- a/articles/getting_to_know/whatis/content_pipeline/CP_Tips_For_Developing.md +++ b/articles/getting_to_know/whatis/content_pipeline/CP_Tips_For_Developing.md @@ -77,5 +77,5 @@ Debugging `ProjCP` causes MSBuild to compile your test content while running und - [What Is Content?](CP_Overview.md) - [What is the Content Pipeline?](CP_Architecture.md) -- [Extending a Standard Content Processor](../../howto/Content_Pipeline/HowTo_Extend_Processor.md) +- [Extending a Standard Content Processor](../../howto/content_pipeline/HowTo_Extend_Processor.md) - [Adding New Content Types](CP_Content_Advanced.md) diff --git a/articles/getting_to_know/whatis/content_pipeline/CP_XML_Elements.md b/articles/getting_to_know/whatis/content_pipeline/CP_XML_Elements.md index 9bf6ff7..b176df4 100644 --- a/articles/getting_to_know/whatis/content_pipeline/CP_XML_Elements.md +++ b/articles/getting_to_know/whatis/content_pipeline/CP_XML_Elements.md @@ -85,5 +85,5 @@ The XML file that specifies the data that the Content Loader will read into the ## See Also -- [Using an XML File to Specify Content](../../howto/Content_Pipeline/HowTo_UseCustomXML.md) -- [Adding Content to a Game](../../howto/Content_Pipeline/HowTo_GameContent_Add.md) +- [Using an XML File to Specify Content](../../howto/content_pipeline/HowTo_UseCustomXML.md) +- [Adding Content to a Game](../../howto/content_pipeline/HowTo_GameContent_Add.md) diff --git a/articles/getting_to_know/whatis/content_pipeline/index.md b/articles/getting_to_know/whatis/content_pipeline/index.md index 3094a0b..7d30b73 100644 --- a/articles/getting_to_know/whatis/content_pipeline/index.md +++ b/articles/getting_to_know/whatis/content_pipeline/index.md @@ -10,7 +10,7 @@ requireMSLicense: true Describes the purpose of the MonoGame Content Pipeline and how it helps you add art and data assets to your game. -* [Loading Content](../../howto/Content_Pipeline/HowTo_GameContent_Add.md) +* [Loading Content](../../howto/content_pipeline/HowTo_GameContent_Add.md) Demonstrates how to load content such as models, textures, sounds, and effects. diff --git a/articles/getting_to_know/whatis/content_pipeline/toc.yml b/articles/getting_to_know/whatis/content_pipeline/toc.yml index 050480d..5f65dc6 100644 --- a/articles/getting_to_know/whatis/content_pipeline/toc.yml +++ b/articles/getting_to_know/whatis/content_pipeline/toc.yml @@ -3,7 +3,7 @@ - name: What is Content? href: CP_Overview.md - name: Loading Content - href: ../../howto/Content_Pipeline/HowTo_GameContent_Add.md + href: ../../howto/content_pipeline/HowTo_GameContent_Add.md - name: Content Pipeline Architecture href: CP_Architecture.md - name: MonoGame Content Pipeline Class Library