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, optional] const D2D1_MATRIX_3X2_F*
The transform to apply to this geometry, or NULL.
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 |