[C#] | public static int glassEffect([ int glareSize [, int glareDirection [, int raisedEffect ]]]); |
[VB] | Public Shared Function glassEffect([ glareSize As Integer [, glareDirection As Integer [, raisedEffect As Integer ]]]) As Integer |
ChartDirector 7.1 (.NET Edition)
Chart.
Usage
[C#] | public static int glassEffect([ int glareSize [, int glareDirection [, int raisedEffect ]]]); |
[VB] | Public Shared Function glassEffect([ glareSize As Integer [, glareDirection As Integer [, raisedEffect As Integer ]]]) As Integer |
Description
Example | Description |
---|---|
Error Line Chart | The title is shaded using glass effect, with NormalGlare, lighting from Top, and raised effect of 5 pixels. |
Donut Chart | Both the title and the sector labels are shaded using glass effect with ReducedGlare, lighting from Top, and raised effect of 5 pixels. |
Glass Multi-Bar Chart | The bars are shaded using glass effect, with NormalGlare, lighting from Left, and raised effect of 5 pixels. |
Arguments
Argument | Default | Description |
---|---|---|
glareSize | NormalGlare | The amount of glare. Must be one of the predefined constants NormalGlare, ReducedGlare or NoGlare. With NormalGlare and ReducedGlare, the glare will cover around 50% and 35% of the object. If NoGlare is used, there will be no glare and the effect will not look like glass at all, but is equivalent to the Chart.softLighting effect. Usually, NormalGlare is best for thin objects with lightly colored background, while ReducedGlare is best for dark background objects or not-so-thin objects (eg. text boxes using white text on a dark background, or with more than 1 line of text). |
glareDirection | Top | The direction of the glare, which must be one of the predefined constants Top, Right, Bottom, Left. |
raisedEffect | 5 | With glass shading effect, the object will appear to have some 3D depth. The raisedEffect argument controls the amount of 3D depth in pixels. |
Return Value