class CMaterialDrawDescriptor
{
public:
float32 m_flUvDensity;
Vector m_vTintColor;
float32 m_flAlpha;
private:
uint8 pad_0014[2];
public:
uint16 m_nNumMeshlets;
private:
uint8 pad_0018[4];
public:
uint32 m_nFirstMeshlet;
uint32 m_nAppliedIndexOffset;
uint8 m_nDepthVertexBufferIndex;
uint8 m_nMeshletPackedIVBIndex;
CUtlLeanVector<CMaterialDrawDescriptor__RigidMeshPart_t> m_rigidMeshParts;
RenderPrimitiveType_t m_nPrimitiveType;
int32 m_nBaseVertex;
int32 m_nVertexCount;
int32 m_nStartIndex;
int32 m_nIndexCount;
private:
uint8 pad_0050[96];
public:
CRenderBufferBinding m_indexBuffer;
CRenderBufferBinding m_meshletPackedIVB;
private:
uint8 pad_00F0[16];
public:
CStrongHandle<InfoForResourceTypeIMaterial2> m_material;
};
KV3 Class Defaults
{
m_flUvDensity = 0.0
m_vTintColor = [ 1.0, 1.0, 1.0 ]
m_flAlpha = 1.0
m_nNumMeshlets = 0
m_nFirstMeshlet = 0
m_nAppliedIndexOffset = 0
m_nDepthVertexBufferIndex = 255
m_nMeshletPackedIVBIndex = 255
m_rigidMeshParts = [ ]
m_nPrimitiveType = "RENDER_PRIM_TRIANGLES"
m_nBaseVertex = 0
m_nVertexCount = 0
m_nStartIndex = 0
m_nIndexCount = 0
m_indexBuffer =
{
m_hBuffer = 0
m_nBindOffsetBytes = 0
}
m_meshletPackedIVB =
{
m_hBuffer = 0
m_nBindOffsetBytes = 0
}
m_material = resource:""
m_vertexBuffers = [ ]
}