| Face[] ToTriangles(ProBuilderMesh mesh, IList<UnityEngine.ProBuilder.Face> faces) | PublicStatic | — | 0x08 |
| List<UnityEngine.ProBuilder.FaceRebuildData> BreakFaceIntoTris(Face face, List<UnityEngine.ProBuilder.Vertex> vertices, Dictionary<System.Int32 lookup) | PrivateStatic | — | 0x08 |
| WindingOrder GetWindingOrder(ProBuilderMesh mesh, Face face) | PublicStatic | — | 0x08 |
| WindingOrder GetWindingOrder(IList<UnityEngine.ProBuilder.Vertex> vertices, IList<System.Int32> indexes) | PrivateStatic | — | 0x08 |
| WindingOrder GetWindingOrder(IList<UnityEngine.Vector2> points) | PublicStatic | | 0x08 |
| bool FlipEdge(ProBuilderMesh mesh, Face face) | PublicStatic | | 0x08 |
| ActionResult ConformNormals(ProBuilderMesh mesh, IEnumerable<UnityEngine.ProBuilder.Face> faces) | PublicStatic | | 0x08 |
| void GetWindingFlags(WingedEdge edge, bool flag, Dictionary<UnityEngine.ProBuilder.Face flags) | PrivateStatic | | 0x08 |
| ActionResult ConformOppositeNormal(WingedEdge source) | Static+1 flags | | 0x08 |
| Edge GetCommonEdgeInWindingOrder(WingedEdge wing) | PrivateStatic | | 0x08 |
| void MatchNormal(Face source, Face target, Dictionary<System.Int32 lookup) | Static+1 flags | | 0x08 |