RenderModel LoadRenderModel(CVRRenderModels renderModels, string renderModelName, string baseName)
    {
        var pRenderModel = System.IntPtr.Zero;

        EVRRenderModelError error;

        while (true)
        {
            error = renderModels.LoadRenderModel_Async(renderModelName, ref pRenderModel);
            if (error != EVRRenderModelError.Loading)
            {
                break;
            }

            System.Threading.Thread.Sleep(1);
        }

        if (error != EVRRenderModelError.None)
        {
            Console.WriteLine(string.Format("Failed to load render model {0} - {1}", renderModelName, error.ToString()));
            return(null);
        }

        var renderModel = (RenderModel_t)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_t));

        var vertices = new Vector3[renderModel.unVertexCount];
        var normals  = new Vector3[renderModel.unVertexCount];
        var uv       = new Vector2[renderModel.unVertexCount];

        var type = typeof(RenderModel_Vertex_t);

        for (int iVert = 0; iVert < renderModel.unVertexCount; iVert++)
        {
            var ptr  = new System.IntPtr(renderModel.rVertexData.ToInt64() + iVert * Marshal.SizeOf(type));
            var vert = (RenderModel_Vertex_t)Marshal.PtrToStructure(ptr, type);

            vertices[iVert] = new Vector3(vert.vPosition.v0, vert.vPosition.v1, -vert.vPosition.v2);
            normals[iVert]  = new Vector3(vert.vNormal.v0, vert.vNormal.v1, -vert.vNormal.v2);
            uv[iVert]       = new Vector2(vert.rfTextureCoord0, vert.rfTextureCoord1);
        }

        int indexCount = (int)renderModel.unTriangleCount * 3;
        var indices    = new short[indexCount];

        Marshal.Copy(renderModel.rIndexData, indices, 0, indices.Length);

        var triangles = new int[indexCount];

        for (int iTri = 0; iTri < renderModel.unTriangleCount; iTri++)
        {
            triangles[iTri * 3 + 0] = (int)indices[iTri * 3 + 2];
            triangles[iTri * 3 + 1] = (int)indices[iTri * 3 + 1];
            triangles[iTri * 3 + 2] = (int)indices[iTri * 3 + 0];
        }

        var mesh = new Mesh();

        mesh.vertices  = vertices;
        mesh.normals   = normals;
        mesh.uv        = uv;
        mesh.triangles = triangles;

        mesh.Optimize();
        //mesh.hideFlags = HideFlags.DontUnloadUnusedAsset;

        // Check cache before loading texture.
        var material = materials[renderModel.diffuseTextureId] as Material;

        if (material == null || material.mainTexture == null)
        {
            var pDiffuseTexture = System.IntPtr.Zero;

            while (true)
            {
                error = renderModels.LoadTexture_Async(renderModel.diffuseTextureId, ref pDiffuseTexture);
                if (error != EVRRenderModelError.Loading)
                {
                    break;
                }

                System.Threading.Thread.Sleep(1);
            }

            if (error == EVRRenderModelError.None)
            {
                var diffuseTexture = (RenderModel_TextureMap_t)Marshal.PtrToStructure(pDiffuseTexture, typeof(RenderModel_TextureMap_t));
                var texture        = new Texture2D(diffuseTexture.unWidth, diffuseTexture.unHeight, TextureFormat.ARGB32, false);
                if (SteamVR.instance.graphicsAPI == EGraphicsAPIConvention.API_DirectX)
                {
                    texture.Apply();

                    while (true)
                    {
                        error = renderModels.LoadIntoTextureD3D11_Async(renderModel.diffuseTextureId, texture.GetNativeTexturePtr());
                        if (error != EVRRenderModelError.Loading)
                        {
                            break;
                        }

                        System.Threading.Thread.Sleep(1);
                    }
                }
                else
                {
                    var textureMapData = new byte[diffuseTexture.unWidth * diffuseTexture.unHeight * 4];                     // RGBA
                    Marshal.Copy(diffuseTexture.rubTextureMapData, textureMapData, 0, textureMapData.Length);

                    var colors = new Color32[diffuseTexture.unWidth * diffuseTexture.unHeight];
                    int iColor = 0;
                    for (int iHeight = 0; iHeight < diffuseTexture.unHeight; iHeight++)
                    {
                        for (int iWidth = 0; iWidth < diffuseTexture.unWidth; iWidth++)
                        {
                            var r = textureMapData[iColor++];
                            var g = textureMapData[iColor++];
                            var b = textureMapData[iColor++];
                            var a = textureMapData[iColor++];
                            colors[iHeight * diffuseTexture.unWidth + iWidth] = new Color32(r, g, b, a);
                        }
                    }

                    texture.SetPixels32(colors);
                    texture.Apply();
                }

                material             = new Material(shader != null ? shader : Shader.Find("Diffuse"));
                material.mainTexture = texture;
                //material.hideFlags = HideFlags.DontUnloadUnusedAsset;

                materials[renderModel.diffuseTextureId] = material;

                renderModels.FreeTexture(pDiffuseTexture);
            }
            else
            {
                Console.WriteLine("Failed to load render model texture for render model " + renderModelName);
            }
        }

        // Delay freeing when we can since we'll often get multiple requests for the same model right
        // after another (e.g. two controllers or two basestations).
#if UNITY_EDITOR
        if (!Application.isPlaying)
        {
            renderModels.FreeRenderModel(pRenderModel);
        }
        else
#endif
        StartCoroutine(FreeRenderModel(pRenderModel));

        return(new RenderModel(mesh, material));
    }