public bool AddOutline(Texture2DContent tex)
 {
   SurfaceFormat fmt;
   if (!tex.Mipmaps[0].TryGetFormat(out fmt))
   {
     return false;
   }
   if (fmt != SurfaceFormat.Color)
   {
     context_.Logger.LogImportantMessage("Converting from format {0} to Color.", fmt.ToString());
     tex.ConvertBitmapType(typeof(PixelBitmapContent<Color>));
   }
   byte[] data = tex.Mipmaps[0].GetPixelData();
   int n = AddOutline(data, tex.Mipmaps[0].Width, tex.Mipmaps[0].Height);
   tex.Mipmaps[0].SetPixelData(data);
   context_.Logger.LogMessage("Converting bitmap {0}x{1} touches {2} pixels.", tex.Mipmaps[0].Width, tex.Mipmaps[0].Height, n);
   tex.GenerateMipmaps(true);
   return true;
 }
        public override SpriteFontContent Process(Texture2DContent input, ContentProcessorContext context)
        {
            // Fallback if we aren't buiding for iOS.
            var platform = ContentHelper.GetMonoGamePlatform();
            if (platform != MonoGamePlatform.iOS)
                return base.Process(input, context);

            SpriteFontContent content = base.Process(input, context);
            
            // TODO: This is a very lame way of doing this as we're getting compression artifacts twice, but is the quickest way to get
            // Compressed fonts up and running. The SpriteFontContent/Processor contains a ton
            // of sealed/internal classes riddled with private fields, so overriding CompressFontTexture
            // or even Process is tricky. This works for now, but should be replaced when the content pipeline
            // moves a bit further

            var texWidth = input.Faces[0][0].Width;
            var texHeight = input.Faces[0][0].Height;

            // Resize to square, power of two if necessary.
            if (texWidth != texHeight)
            {
                texHeight = texWidth = Math.Max(texHeight, texWidth);
                var resizedBitmap = (BitmapContent)Activator.CreateInstance(typeof(PixelBitmapContent<Color>), new object[] { texWidth, texHeight });
                var textureRegion = new Rectangle(0, 0, input.Faces[0][0].Width, input.Faces[0][0].Height);
                BitmapContent.Copy(input.Faces[0][0], textureRegion, resizedBitmap, textureRegion);

                input.Faces[0].Clear();
                input.Faces[0].Add(resizedBitmap);
            }
            else
                input.ConvertBitmapType(typeof(PixelBitmapContent<Color>));

            MGTextureProcessor.ConvertToPVRTC(input, 1, true, MGCompressionMode.PVRTCFourBitsPerPixel);

            return content; 

        }