internal D2D1TessellationSink(ID2D1TessellationSink tessellationSink) { this.tessellationSink = tessellationSink; }
/// <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); }
/// <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); }