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- float M1 = TBreite / MaximalX;
- float M2 = TTiefe / MaximalY;
- float Skalierungsfaktor = 1 / Math.Max(M1, M2);
- //float y = TTiefe * M;
- //float x = TBreite * M;
- float Dxx = DLaenge * Skalierungsfaktor;
- float Dxxx = Dxx * Verschnitt;
- float Dyy = DBreite * Skalierungsfaktor;
- float Dy = 0, Dx = 0;
- bool s = true;
- for (int i = 0; i < AnzDielenTiefe; i++)
- {
- if (s)
- {
- for (int ii = 0; ii < AnzDielenBreite; ii++)
- {
- g.DrawRectangle(pen, Dx, Dy, Dxx - 1.5f, Dyy - 1.5f);
- Dx = Dx + Dxx + h + 1.5f;
- }
- g.DrawRectangle(pen, Dx, Dy, Dxxx - 1.5f, Dyy - 1.5f);
- s = false;
- }
- else
- {
- Dx = 0;
- g.DrawRectangle(pen, Dx, Dy, Dxxx - 1.5f, Dyy - 1.5f);
- Dx = Dx + Dxx + h + 1.5f;
- for (int ii = 0; ii < AnzDielenBreite; ii++)
- {
- g.DrawRectangle(pen, Dxxx + 1.5f, Dy, Dxx - 1.5f, Dyy - 1.5f);
- }
- s = true;
- }
- Dx = 0;
- Dy = Dy + Dyy + h + 1.5f;
- }
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