public static void UnloadContent()
        {
            MyMwcLog.WriteLine("MyBackgroundCube.UnloadContent - START");
            MyMwcLog.IncreaseIndent();

            if (m_boxVertexBuffer != null)
            {
                m_boxVertexBuffer.Dispose();
                m_boxVertexBuffer = null;
            }

            if (m_textureCube != null)
            {
                MyTextureManager.UnloadTexture(m_textureCube);
                m_textureCube = null;
            }
            m_textureCube = null;
            m_loaded = false;

            MyMwcLog.DecreaseIndent();
            MyMwcLog.WriteLine("MyBackgroundCube.UnloadContent - END");
        }
 static void UpdateTexture()
 {     
     //  This texture should be in DDS file extension and must be DXT1 compressed (use Photoshop and DDS tool from NVIDIA)
     //  We don't use for it dxt compression from XNA's content processor because we don't want huge (over 100 Mb) files in SVN.
     m_textureCube = MyTextureManager.GetTexture<MyTextureCube>("Textures\\BackgroundCube\\Final\\" + GetFilename(), null, LoadingMode.Immediate);
 }