Before a ContentManager can load an asset, you need to add the asset to your game project using the steps described in How To: Add a Game Asset to Your Game.
The following are the Content Pipeline run-time classes supported by Load and the file formats they are associated with.
| Effect Class | .fx |
| Model Class | .fbx, .x |
| SpriteFont Class | .bmp, .spritefont, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga Note |
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| The default content processor for .bmp files is the texture processor. To process a .bmp file for use as a Sprite Font, click Sprite Font Texture - XNA Framework in the Properties pane for the .bmp file after it has been added to the project. |
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| Texture Class, Texture2D Class | .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga |
| Texture3D Class, TextureCube Class | .dds |
Note that these are the formats of the original assets; after processing, all assets will be .xnb files.