This is a tough one. I would really like to render gradient filled polygons and rectangles. Specifically I am concerned about performance as I'll be filling a large area. I was thinking how to tackle this.
- Specific overloads to FillQuad, FillPolygon that accept gradient start/end structure, points, angles (similar to GDI+ interface). Yes this would be slower as you lose the abilty to memcpy rows which is a very fast operation.
- Integration with WPF brush / xaml styling by rendering to texture a Brush defined in Xaml then blitting by row from that into a quad/polygon. Works so long as the quad/poly does not change size frequently (as size changes would require a new WriteableBitmap()
and RenderToTexture operation).