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Merge pull request MonoGame#49 from AristurtleDev/redraft/chapter-05
Redraft/chapter 05
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articles/tutorials/building_2d_games/05_content_pipeline/images/content-pipeline-workflow-full.svg

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articles/tutorials/building_2d_games/05_content_pipeline/index.md

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articles/tutorials/building_2d_games/05_content_pipeline/snippets/content_build_dir_tree.sh

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articles/tutorials/building_2d_games/05_content_pipeline/snippets/content_dir_tree.sh

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articles/tutorials/building_2d_games/05_content_pipeline/snippets/contentpaths.sh

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articles/tutorials/building_2d_games/05_content_pipeline/snippets/game1.cs

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@@ -25,7 +25,6 @@ protected override void Initialize()
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protected override void LoadContent()
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{
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_logo = Content.Load<Texture2D>("images/logo");
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base.LoadContent();
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}
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protected override void Update(GameTime gameTime)

articles/tutorials/building_2d_games/05_content_pipeline/snippets/project_build_dir_tree.sh

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articles/tutorials/building_2d_games/07_optimizing_texture_rendering/index.md

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@@ -191,7 +191,7 @@ Add this texture atlas to your content project using the MGCB Editor:
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First, we will explore creating the texture atlas and defining the texture regions directly in code. Replace the contents of `Game1.cs` with the following:
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[!code-csharp[](./snippets/game1/textureatlas_usage.cs?highlight=5,11-15,31-47,67-77)]
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[!code-csharp[](./snippets/game1/textureatlas_usage.cs?highlight=5,11-15,31-47,65-75)]
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The key changes in this implementation are:
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articles/tutorials/building_2d_games/07_optimizing_texture_rendering/snippets/game1/textureatlas_usage.cs

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// retrieve the bat region from the atlas.
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_bat = atlas.GetRegion("bat");
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base.LoadContent();
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}
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protected override void Update(GameTime gameTime)

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