コード例 #1
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 internal D2D1TessellationSink(ID2D1TessellationSink tessellationSink)
 {
     this.tessellationSink = tessellationSink;
 }
コード例 #2
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 /// <summary>
 /// Creates a set of clockwise-wound triangles that cover the geometry after it has been transformed using the specified matrix and flattened using the specified tolerance
 /// </summary>
 /// <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="tessellationSink">The <see cref="ID2D1TessellationSink"/> to which the tessellated is appended.</param>
 /// <returns>If the method succeeds, it returns S_OK. Otherwise, it returns an HRESULT error code.</returns>
 /// <unmanaged>HRESULT Tessellate([In, Optional] const D2D1_MATRIX_3X2_F* worldTransform,[None] FLOAT flatteningTolerance,[In] ID2D1TessellationSink* tessellationSink)</unmanaged>
 public void Tessellate(float flatteningTolerance, ID2D1TessellationSink tessellationSink)
 {
     Tessellate(null, flatteningTolerance, tessellationSink);
 }
コード例 #3
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 internal D2D1TessellationSink(ID2D1TessellationSink tessellationSink)
 {
     this.tessellationSink = tessellationSink;
 }
コード例 #4
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 /// <summary>
 /// Creates a set of clockwise-wound triangles that cover the geometry after it has been transformed using the specified matrix and flattened using the specified tolerance
 /// </summary>
 /// <param name="tessellationSink">The <see cref="ID2D1TessellationSink" /> to which the tessellated is appended.</param>
 /// <returns>If the method succeeds, it returns S_OK. Otherwise, it returns an HRESULT error code.</returns>
 /// <unmanaged>HRESULT Tessellate([In, Optional] const D2D1_MATRIX_3X2_F* worldTransform,[None] FLOAT flatteningTolerance,[In] ID2D1TessellationSink* tessellationSink)</unmanaged>
 public void Tessellate(ID2D1TessellationSink tessellationSink)
 {
     Tessellate(null, FlatteningTolerance, tessellationSink);
 }