/// <summary>
        /// Procesar el mapa de alturas
        /// </summary>
        /// <param name="input">Información del escenario de entrada</param>
        /// <param name="context">Contexto de procesado</param>
        /// <returns>Devuelve la información de escenario leída</returns>
        public override SceneryInfo Process(SceneryFile input, ContentProcessorContext context)
        {
            // Cargar la textura del mapa de alturas
            Texture2DContent terrain = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.HeightMapFile), null);

            // Obtener el mapa de alturas
            HeightMap heightMap = this.BuildHeightMap(terrain, input.HeightMapCellScale, context);

            // Generar los vértices e inicializar el buffer de vértices
            VertexMultitextured[] vertList = heightMap.BuildVertices(
                input.HeightMapCellSize,
                input.ProportionTexture1,
                input.ProportionTexture2,
                input.ProportionTexture3);
            VertexBufferContent vertexBuffer = new VertexBufferContent(VertexMultitextured.SizeInBytes * vertList.Length);

            vertexBuffer.Write <VertexMultitextured>(0, VertexMultitextured.SizeInBytes, vertList, context.TargetPlatform);

            // Generar los índices e inicializar los buffers de índices
            double          lowOrderLevels   = (Math.Sqrt(heightMap.DataLength) - 1) * 0.5f;
            int             levelCount       = Convert.ToInt32(Math.Log(lowOrderLevels, 4.0d));
            SceneryNodeInfo sceneryIndexInfo = SceneryNodeInfo.Build(
                vertList,
                heightMap.Width,
                heightMap.Deep,
                levelCount);

            // Efecto de renderización
            CompiledEffect effect = Effect.CompileEffectFromFile(
                input.EffectFile,
                null,
                null,
                CompilerOptions.None,
                context.TargetPlatform);

            // Texturas del terreno
            Texture2DContent texture1       = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.Texture1File), null);
            Texture2DContent texture2       = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.Texture2File), null);
            Texture2DContent texture3       = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.Texture3File), null);
            Texture2DContent texture4       = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.Texture4File), null);
            Texture2DContent detailTexture1 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.DetailTexture1File), null);
            Texture2DContent detailTexture2 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.DetailTexture2File), null);
            Texture2DContent detailTexture3 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.DetailTexture3File), null);
            Texture2DContent detailTexture4 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.DetailTexture4File), null);

            CompiledEffect billboardEffect = Effect.CompileEffectFromFile(
                input.BillboardEffectFile,
                null,
                null,
                CompilerOptions.None,
                context.TargetPlatform);

            Texture2DContent billboardGrassTexture = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.BillboardGrassTextureFile), null);
            Texture2DContent billboardTreeTexture  = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.BillboardTreeTextureFile), null);
            int   billboardsPerTriangle            = input.BillboardsPerTriangle;
            float billboardTreesPercent            = input.BillboardTreesPercent;

            return(new SceneryInfo()
            {
                Terrain = terrain,
                TerrainBuffer = vertexBuffer,
                TerrainBufferVertexCount = vertList.Length,
                TerrainInfo = sceneryIndexInfo,
                Effect = effect,
                Texture1 = texture1,
                Texture2 = texture2,
                Texture3 = texture3,
                Texture4 = texture4,
                DetailTexture1 = detailTexture1,
                DetailTexture2 = detailTexture2,
                DetailTexture3 = detailTexture3,
                DetailTexture4 = detailTexture4,
                BillboardEffect = billboardEffect,
                BillboardGrass = billboardGrassTexture,
                BillboardTree = billboardTreeTexture,
                BillboardsPerTriangle = billboardsPerTriangle,
                BillboardTreesPercent = billboardTreesPercent,
            });
        }