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KFbxGeometryConverter::SplitMeshesPerMaterial.
KFbxMesh::SplitPoints(KFbxLayerElement::eDIFFUSE_TEXTURES)
Yet, it doesn’t minimize the control points count. The control points count is just the polygon vertex count in this method.
// check if we already processed this control point
if (lProcessedCP.Get((FbxHandle)lCP) == 0)
{
FbxVector2 uv = pUVs->GetDirectArray().GetAt(lCP);
lNewUVs.Add(uv);
lNewIndexToDirect.Add(lCP);
lProcessedCP.SetItem((FbxHandle)lCP, (FbxHandle)true);
}
Not exactly. This is just to re-map all the uv to new control points & make the mode to by control points. It didn’t minimize the vertices count. I doesn’t merge the vertex share the same uv together.
- Polygon0 : 102
- Polygon1 : 203
- Polygon2 : 523
- Polygon3 : 453
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