This struct is deprecated. The mesh shader now uses a slimmed-down version containing only worldMatrix (mat4). Other fields (meshletCount, meshOffset, etc.) are provided by the new compute pipeline via UnifiedMeshlet and VisibleMeshletInfo. Per-object data is now managed by RenderingDataManager::getPerObjectDataBuffer().
Use the constructor with explicit TextureType for correct format selection. This constructor defaults to SRGB which is incorrect for normal maps and other linear data textures.