private TextureContent GenerateCubemap(TextureContent input, ContentProcessorContext context)
        {
            if (input.Faces[1].Count != 0)
            {
                //its already a cubemap
                return base.Process(input, context);
            }
            TextureCubeContent cubeContent = new TextureCubeContent();
            // Convert the input data to Color format, for ease of processing.
            input.ConvertBitmapType(typeof(PixelBitmapContent<Color>));

            int height = input.Faces[0][0].Height;
            int width = input.Faces[0][0].Width / 6;

            //split the image into 6 pieces, setup: X+,X-, Y+,Y-, Z+, Z-
            cubeContent.Faces[(int)CubeMapFace.PositiveX] = CreateFace(input.Faces[0][0], width, height, 0);
            cubeContent.Faces[(int)CubeMapFace.NegativeX] = CreateFace(input.Faces[0][0], width, height, width * 1);
            cubeContent.Faces[(int)CubeMapFace.PositiveY] = CreateFace(input.Faces[0][0], width, height, width * 2);
            cubeContent.Faces[(int)CubeMapFace.NegativeY] = CreateFace(input.Faces[0][0], width, height, width * 3);
            cubeContent.Faces[(int)CubeMapFace.PositiveZ] = CreateFace(input.Faces[0][0], width, height, width * 4);
            cubeContent.Faces[(int)CubeMapFace.NegativeZ] = CreateFace(input.Faces[0][0], width, height, width * 5);

            // Calculate mipmap data.
            cubeContent.GenerateMipmaps(true);

            // Compress the cubemap into DXT1 format.
            cubeContent.ConvertBitmapType(typeof(Dxt1BitmapContent));
            return cubeContent;
        }