private static RenderStroke StroketoRenderStroke(Stroke mStroke)
        {
            RenderStroke ms = new RenderStroke();

            ms.createPointArray(mStroke.Count);
            int i = 0;

            foreach (Dot m in mStroke)
            {
                ms.fX[i]            = m.X + m.Fx * 0.01f;
                ms.fY[i]            = m.Y + m.Fy * 0.01f;
                ms.fPressureRate[i] = (float)m.Force / 1023;
                i++;
            }
            return(ms);
        }