Background: Our biomechanics and Advanced Surgical Technologies Lab wrote a surgery navigation system desktop application in C# around ten years ago. One of its major functions uses XNA Game Studio 4.0 to aid in the interactive interface for rendering in 2D and 3D cloud data originating from CT (medical scan data in DICOM format), and […]
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XNA configuration on legacy code
- Post author By Gaming World
- Post date December 22, 2020
- No Comments on XNA configuration on legacy code
- Tags 0, 1); } • technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader, 512)), and basic rendering also works on previously compiled source code and executable code on Windows 7 machine (details later below). Also, and different installation configurations. For example, and environment setup. We tabulate here the hardware and system environment of each case. If needed, and most of the execution works, and the one that does not on the right, and then segmenting that data and reconstructing it to generate surface models (stl format). Summary of problem: The whole application worke, AND without any errors/exceptions reported. GraphicsDevice device = SosGraphicsDeviceService.Instance; SpriteBatch s, Background: Our biomechanics and Advanced Surgical Technologies Lab wrote a surgery navigation system desktop application in C# around ten ye, below is a summary comparison of the two setups, BlendState.Additive, boundary detection, but, but when the code involves setting parameters of Effect (Microsoft.Xna.Framework.Graphics.Effect) using Texture2D, Color.White); } spriteBatch.End(); The following are some of the functions we use in our effect file if that helps, compilation and execution work fully on an old Win PC with the Visual Studio 2013 environment. Our attempts to compile the same source cod, DepthStencilState.Default, drawings which use the spriteBatch.draw function is not rendering on the modern PC platform we set up. We guess the relevant code which fails, DRIVERS=="?", effect_); foreach (EffectPass pass in Effect.CurrentTechnique.Passes) { pass.Apply();, etc., except for some rendering of XNA processes destined for the GPU processor. More details: The user interface successfully renders bitmaps thr, execution fails in one aspect related to XNA processes destined for the GPU processor rather than the main PC CPU. The import of data from D, false); BlendState blend = device.BlendState; DepthStencilState depth = device.DepthStencilState; Raster, I can upload the whole System information file. Desktop_Old (Works) Desktop_New (does not work) System OS Microsoft Windows 7 Enterprise, in terms of hardware, libraries, New Rectangle(0, RasterizerState.CullNone, SamplerState.PointWrap, SYSTEM, the one that works on the left, this is the previous post for the same problem and thanks for responding., thresholding, using the same Texture2D object, we tried to recompile the same code in a variety of configurations and execute on both the old and new machines which having different hardwa, we tried: • Changed Compatibility mode to match Win7 • Reduced color mode to 8bit • Changed Screen Resolution • Ran in administrator mode • C, where we think and say above may rely on the (onboard GPU) processing, while compilation succeeds