ID2D1Geometry::Tessellate(constD2D1_MATRIX_3X2_F&,FLOAT,ID2D1TessellationSink*) method (d2d1.h)

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

HRESULT Tessellate(
  const D2D1_MATRIX_3X2_F & worldTransform,
  FLOAT                     flatteningTolerance,
  ID2D1TessellationSink     *tessellationSink
);

Parameters

worldTransform

Type: [in] const D2D1_MATRIX_3X2_F &

The transform to apply to this geometry.

flatteningTolerance

Type: [in] 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

Type: [in] 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

Requirement Value
Minimum supported client Windows 7, Windows Vista with SP2 and Platform Update for Windows Vista [desktop apps | UWP apps]
Minimum supported server Windows Server 2008 R2, Windows Server 2008 with SP2 and Platform Update for Windows Server 2008 [desktop apps | UWP apps]
Target Platform Windows
Header d2d1.h
Library D2d1.lib
DLL D2d1.dll

See also

ID2D1Geometry