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 = [  ]
}