Posts Tagged ‘TextureBrush’

A possible GDI+ bug

This involved drawing a filled rectangle with a TextureBrush, using a 1x[whatever] texture and setting it to be tiled.

TextureBrush tb = new TextureBrush(firesync.Properties.Resources.target_highlight2_run);
tb.WrapMode = System.Drawing.Drawing2D.
WrapMode.Tile;
e.Graphics.FillRectangle(tb, 0, 0, 32, 32);

The code above works correctly and here is what it produces,

GDI+ TextureBrush correct lines rendering

Unfortunately if the y (top) coordinate of the rectangle is changed to anything other than 0, the rendering gets screwed up. Here is what occurs if the y-coordinate is set to 1 (which should, effectively, push everything down 1 pixel),

GDI+ TextureBrush incorrect lines rendering

However, there is a way to hack around the issue, keep the y-coordinate at 0 and use Graphics.TranslateTransform() to do the y translation.

TextureBrush tb = new TextureBrush(firesync.Properties.Resources.target_highlight2_run);
tb.WrapMode = System.Drawing.Drawing2D.
WrapMode.Tile;
e.Graphics.TranslateTransform(0, 1);
e.Graphics.FillRectangle(tb, 0, 0, 32, 32);