ComputeEdgeSmoothingFromNormals(FbxMesh *pMesh) const | FbxGeometryConverter | |
ComputeEdgeSmoothingFromPolygonSmoothing(FbxMesh *pMesh, int pIndex=0) const | FbxGeometryConverter | |
ComputeGeometryControlPointsWeightedMapping(FbxGeometry *pSrcGeom, FbxGeometry *pDstGeom, FbxWeightedMapping *pSrcToDstWeightedMapping, bool pSwapUV=false) | FbxGeometryConverter | |
ComputePolygonSmoothingFromEdgeSmoothing(FbxMesh *pMesh, int pIndex=0) const | FbxGeometryConverter | |
ConvertNurbsSurfaceToNurbs(FbxNurbsSurface *pNurbs) | FbxGeometryConverter | |
ConvertNurbsSurfaceToNurbsInPlace(FbxNode *pNode) | FbxGeometryConverter | |
ConvertNurbsToNurbsSurface(FbxNurbs *pNurbs) | FbxGeometryConverter | |
ConvertNurbsToNurbsSurfaceInPlace(FbxNode *pNode) | FbxGeometryConverter | |
ConvertPatchToNurbs(FbxPatch *pPatch) | FbxGeometryConverter | |
ConvertPatchToNurbsInPlace(FbxNode *pNode) | FbxGeometryConverter | |
ConvertPatchToNurbsSurface(FbxPatch *pPatch) | FbxGeometryConverter | |
ConvertPatchToNurbsSurfaceInPlace(FbxNode *pNode) | FbxGeometryConverter | |
EmulateNormalsByPolygonVertex(FbxMesh *pMesh) | FbxGeometryConverter | |
FlipNurbs(FbxNurbs *pNurbs, bool pSwapUV, bool pSwapClusters) | FbxGeometryConverter | |
FlipNurbsSurface(FbxNurbsSurface *pNurbs, bool pSwapUV, bool pSwapClusters) | FbxGeometryConverter | |
MergeMeshes(FbxArray< FbxNode * > &pMeshNodes, const char *pNodeName, FbxScene *pScene) | FbxGeometryConverter | |
RecenterSceneToWorldCenter(FbxScene *pScene, FbxDouble pThreshold) | FbxGeometryConverter | |
RemoveBadPolygonsFromMeshes(FbxScene *pScene, FbxArray< FbxNode * > *pAffectedNodes=((void *) 0)) | FbxGeometryConverter | |
SplitMeshesPerMaterial(FbxScene *pScene, bool pReplace) | FbxGeometryConverter | |
SplitMeshPerMaterial(FbxMesh *pMesh, bool pReplace) | FbxGeometryConverter | |
Triangulate(FbxScene *pScene, bool pReplace, bool pLegacy=false) | FbxGeometryConverter | |
Triangulate(FbxNodeAttribute *pNodeAttribute, bool pReplace, bool pLegacy=false) | FbxGeometryConverter | |