struct CRenderChunk { bool m_bUsesBones; CREMesh * pRE; float m_texelAreaDensity; uint32 nFirstIndexId; uint32 nNumIndices; uint32 nFirstVertId; uint32 nNumVerts; uint16 m_nMatFlags; uint16 m_nMatID; uint32 nSubObjectIndex; };
IShader.h
bool m_bUsesBones;
uint16 m_nMatFlags;
Material flags from originally assigned material @see EMaterialFlags.
uint16 m_nMatID;
Material Sub-object id.
float m_texelAreaDensity;
uint32 nFirstIndexId;
uint32 nFirstVertId;
uint32 nNumIndices;
uint32 nNumVerts;
uint32 nSubObjectIndex;
Index of sub-object that this chunk originates from, used by sub-object hide mask. @see IStatObj::GetSubObject
CREMesh * pRE;
Pointer to the mesh.
CRenderChunk();
void GetMemoryUsage(ICrySizer * pSizer) const;
int Size() const;