public static Brush CreateTexture(
IReadableBitmapData texture,
TextureMapMode mapMode = TextureMapMode.Tile,
Point offset = default,
bool hasAlphaHint = true
)Public Shared Function CreateTexture (
texture As IReadableBitmapData,
Optional mapMode As TextureMapMode = TextureMapMode.Tile,
Optional offset As Point = Nothing,
Optional hasAlphaHint As Boolean = true
) As Brushpublic:
static Brush^ CreateTexture(
IReadableBitmapData^ texture,
TextureMapMode mapMode = TextureMapMode::Tile,
Point offset = Point(),
bool hasAlphaHint = true
)static member CreateTexture :
texture : IReadableBitmapData *
?mapMode : TextureMapMode *
?offset : Point *
?hasAlphaHint : bool
(* Defaults:
let _mapMode = defaultArg mapMode TextureMapMode.Tile
let _offset = defaultArg offset new Point()
let _hasAlphaHint = defaultArg hasAlphaHint true
*)
-> Brush This overload maps the entire texture to the target IReadWriteBitmapData. To use only a smaller region of it, use the CreateTexture(IReadableBitmapData, Rectangle, TextureMapMode, Point, Boolean) overload instead.
If the pixel format of the texture has alpha channel, but the texture does not use it, you can set the hasAlphaHint parameter to to improve performance. If the pixel format of the texture does not have an alpha channel, then this parameter is ignored.