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articles/tutorials/building_2d_games/04_working_with_textures/index.md

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@@ -15,9 +15,9 @@ For instance, to load an image file directly at runtime, you would need to
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2. Configure the project to copy the image file to the game project build directory
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3. Load the image file as a texture at runtime using the [**Texture2D.FromFile**](xref:Microsoft.Xna.Framework.Graphics.Texture2D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String)) method.
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> A big disadvantage to loading an image file as a texture directly, is when that when it loads it, it does so in its compressed format such as *.png* or *.jpg*. These compression formats are not understood by a Graphics Processing Unit (GPU); they will need to be decompressed into raw bytes as a format the GPU does understand before it can store the data. Doing this can potentially leave a larger memory footprint for your assets. You will also need to handle how different compression formats work on the platform you are targeting such as desktops, mobile, and consoles.
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> Alternatively, as we'll explore below, using the **Content Pipeline** handles this for you automatically.
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On the other side of this coin, MonoGame offers the **Content Pipeline**; a workflow for managing assets, such as image files. The workflow is made up of a set of tools and utilities that are automatically added by default when you create a new MonoGame project using the MonoGame templates. To use this workflow, you need to:

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