public void Simplify(ISimplifiedGeometrySink geometrySink, GeometrySimplificationOption simplificationOption, Matrix3x2Float?worldTransform, float?flatteningTolerance) { base.innerRefT.Simplify(geometrySink, simplificationOption, worldTransform, flatteningTolerance); }
public void Simplify(GeometrySimplificationOption simplificationOption, [NotNull] GeometrySink sink) { Simplify(simplificationOption, null, sink); }
public void Simplify(GeometrySimplificationOption simplificationOption, [CanBeNull] Matrix3x2?transform, [NotNull] GeometrySink sink) { throw new NotImplementedException(); }
/// <summary> /// Creates a simplified version of the geometry that contains only lines and (optionally) cubic Bezier curves and writes the result to an <see cref="ID2D1SimplifiedGeometrySink"/>. /// </summary> /// <param name="simplificationOption">A value that specifies whether the simplified geometry should contain curves.</param> /// <param name="flatteningTolerance">The maximum bounds on the distance between points in the polygonal approximation of the geometry. Smaller values produce more accurate results but cause slower execution. </param> /// <param name="geometrySink"> The <see cref="ID2D1SimplifiedGeometrySink"/> to which the simplified geometry is appended. </param> /// <returns>If the method succeeds, it returns S_OK. Otherwise, it returns an HRESULT error code.</returns> /// <unmanaged>HRESULT Simplify([None] D2D1_GEOMETRY_SIMPLIFICATION_OPTION simplificationOption,[In, Optional] const D2D1_MATRIX_3X2_F* worldTransform,[None] FLOAT flatteningTolerance,[In] ID2D1SimplifiedGeometrySink* geometrySink)</unmanaged> public void Simplify(GeometrySimplificationOption simplificationOption, float flatteningTolerance, ID2D1SimplifiedGeometrySink geometrySink) { Simplify(simplificationOption, null, flatteningTolerance, geometrySink); }