Group: Forum Members
Last Active: 2 Months Ago
Posts: 35,
Visits: 15
|
Check out this topic in the .NET Vision Documentation:
Framework > Presentation Layer > Graphics > Appearance Styles > Fill Styles > Texture Mapping Style
It basically outlines the possible ways in which a texture can be mapped. To make the image Tiled used this code:
NImageFillStyle imageFill = ...; imageFill.TextureMappingStyle.MapLayout = MapLayout.Tiled;
Best regards, Ivo
|
Group: Forum Members
Last Active: 14 Years Ago
Posts: 12,
Visits: 1
|
nvm, its solved. I should be using PathType.ClosedFigure in this line: shape.Primitives.AddChild(new NCustomPath(graphicsPath, PathType.OpenFigure));
But i have another question, is it possible to make a texture pattern repeat and not stretch when i resize the custom shape ?
|
Group: Forum Members
Last Active: 2 Months Ago
Posts: 35,
Visits: 15
|
Hi Marius,
The custom path you create must be marked as ClosedFigure if the diagram is to attempt to fill the path interior:
NCompositeShape shape = new NCompositeShape(); shape.Primitives.AddChild(new NCustomPath(graphicsPath, PathType.ClosedFigure));
Best regards, Ivo
|
Group: Forum Members
Last Active: 14 Years Ago
Posts: 12,
Visits: 1
|
I am trying to fill a custom shape with color or a texture, but so far i have no luck. Basically my code look like this:
GraphicsPath graphicsPath = new GraphicsPath();
PointF[] points = new PointF[] { new PointF(0, 0), new PointF(0, 20), new PointF(20, 20), new PointF(20, 0), }; graphicsPath.AddPolygon(points); //InitTextures(); NCompositeShape shape = new NCompositeShape(); shape.Primitives.AddChild(new NCustomPath(graphicsPath, PathType.OpenFigure)); shape.UpdateModelBounds(); //NImageFillStyle img = new NImageFillStyle(this.textures["bricks"] as Bitmap); //img.TextureMappingStyle.MapMode = MapMode.RelativeToObject; //shape.Style.FillStyle = img; shape.Name = "Basic Wall"; shape.Text = "Basic Wall";
shape.Style.FillStyle = new NColorFillStyle(Color.AliceBlue); shape.Style.StrokeStyle = new NStrokeStyle(1, Color.FromArgb(0, 0, 0x88));
|