//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; namespace BlendFile.DNA { using BlendFile; [DNAClassAttribute(355, "LightCacheTexture", 32)] public class LightCacheTexture { [DNAFieldAttribute(0, "GPUTexture", "*tex", "GPUTexture", 8, true)] public GPUTexture ptr_tex; [DNAFieldAttribute(1, "char", "*data", "char", 8, true)] public char ptr_data; [DNAFieldAttribute(2, "int", "tex_size[3]", "System.Int32[]", 12, false)] public int[] tex_size = new System.Int32[3]; [DNAFieldAttribute(3, "char", "data_type", "char", 1, false)] public char data_type; [DNAFieldAttribute(4, "char", "components", "char", 1, false)] public char components; [DNAFieldAttribute(5, "char", "_pad[2]", "System.Char[]", 2, false)] public char[] _pad = new System.Char[2]; public LightCacheTexture() { this.ptr_tex = default; this.ptr_data = default; this.tex_size = default; this.data_type = default; this.components = default; this._pad = default; } public LightCacheTexture(GPUTexture ptr_tex, char ptr_data, int[] tex_size, char data_type, char components, char[] _pad) { this.ptr_tex = ptr_tex; this.ptr_data = ptr_data; this.tex_size = tex_size; this.data_type = data_type; this.components = components; this._pad = _pad; } } }