Data for rendering a previously loaded mesh.
Relative level of detail.
LOD level starts at 0 and increases, with each level roughly halving detail. This information is available for debug and visualization purposes.
Bitmask of contexts this mesh is visible in.
The low bit represents the camera, while successive higher bits represent directional lights passed to View::update. This can be used to skip rendering the asset in the camera or any shadow maps if it is not visible