How to load effect using content pipeline ?

I have tried to load effects using content pipeline and always get this error

What I must do for getting a correct result ?

The quick workaround is to make a copy of the 32 bit dll in the output folder and rename it to the 64 bit filename that is missing.

This issue seems was bugging me and I saw it pop up in a few different places in the forums. The ‘proper’ solution is to use the new content pipeline as the MonoGame Content Project template is out of date.

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Thanks for help ! But now is the next problem - in the runtime of Game project itself

From MonoGame code debug view :

if (header.Version > MGFXHeader.MGFXVersion)
throw new Exception(“This MGFX effect seems to be for a newer release of MonoGame.”);

How to fix this ? i confused

Are you maybe mixing the content processors pre-built from the 3.2 installer with MonoGame runtime code from GitHub? If you are building MonoGame from source code you really need to build the tools as well.

@Tom - Yeah, after recompiling MonoGameContentProcessors.dll im getting a correct result.

but still
“This MGFX effect was built for a different platform!” - when I trying to do same on WindowsDX

Will effects has an option for choosing platform inside visual studio ?

Are you using MonoGame for Windows or WindowsGL? You need to set the content to build for Windows8 if you are using the Windows platform which uses DirectX.