ConstReadonlymaterialTableDistance: 3Other meshes with per-triangle materials: triangleOffset minus their
material table's first vec4u (0: none). The table holds each original
triangle's material code (material + 1, 0 for none) as 16 bits, two to a
word, eight to a vec4u, by original index. A merged mesh keeps its
materials in its side table instead.
ReadonlysideTableDistance: 1Merged meshes: triangleOffset minus the side table's first vec4u (0 otherwise).
ReadonlysourceTableDistance: 2Merged meshes: triangleOffset minus the source table's first vec4u (0 otherwise).
ReadonlyvertexBase: 0The mesh's first vertex in the scene's positions buffer.
An indexed scene puts one 16-byte header (a
vec4u) right before each mesh's triangles, attriangleOffset - 1in 16-byte units: the walk reads it once per instance it enters. A merged mesh keeps its side tables before the header.