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ID2D1Geometry::Tessellate method

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.

Syntax


virtual HRESULT Tessellate(
  [in, optional] const D2D1_MATRIX_3X2_F     *worldTransform,
                       FLOAT                 flatteningTolerance,
  [in]                 ID2D1TessellationSink *tessellationSink
) const = 0;

Parameters

worldTransform [in, optional]

Type: const D2D1_MATRIX_3X2_F*

The transform to apply to this geometry, or NULL.

flatteningTolerance

Type: FLOAT

The maximum error allowed when constructing a polygonal approximation of the geometry. No point in the polygonal representation will diverge from the original geometry by more than the flattening tolerance. Smaller values produce more accurate results but cause slower execution.

tessellationSink [in]

Type: ID2D1TessellationSink*

The ID2D1TessellationSink to which the tessellated is appended.

Return value

Type: HRESULT

If this method succeeds, it returns S_OK. Otherwise, it returns an HRESULT error code.

Requirements

Minimum supported client

Windows 7, Windows Vista with SP2 and Platform Update for Windows Vista [desktop apps | Windows Store apps]

Minimum supported server

Windows Server 2008 R2, Windows Server 2008 with SP2 and Platform Update for Windows Server 2008 [desktop apps | Windows Store apps]

Minimum supported phone

Windows Phone 8.1 [Windows Phone Silverlight 8.1 and Windows Runtime apps]

Header

D2d1.h

Library

D2d1.lib

DLL

D2d1.dll

See also

ID2D1Geometry

 

 

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