struct uglsInternalFace
{
int iShaderID;
int iEffect;
ugleFaceType eType;
uint uFirstVertex;
uint uNumVertices;
uint uFirstMeshVertex;
uint uNumMeshVertices;
uint uLightID;
int iLightmapOffset[2];
int iLightmapSize[2];
ugltVector3 tLightmapOrigin; //normal only (-> worldspace origin of the lightmap)
ugltVector3 tBoundingBox[2]; //patch only (-> worldspace lightmap s and t unit vectors)
ugltVector3 tFaceNormal; //normal only (-> the surface normal)
uint uPatchDim[2]; //patch only (-> patch dimensions)
};