Shaders: use zero per-vertex count to disable skinning, not total count.
This prepares for SSBO support where the total count is unbounded (and
thus the value is ignored, thus it can be 0).
Also regroup the doc paragraphs so it's clear what's related to UBO
usage and what applies to classic uniforms as well.
"Shaders::FlatGL: TransformationMatrix attribute binding conflicts with the SecondaryJointIds / SecondaryWeights attributes, use a non-instanced rendering with secondary weights instead",CompileState{NoCreate});
"Shaders::FlatGL::Configuration::setJointCount(): either both joint count and (secondary) per-vertex joint count has to be non-zero, or all zero",*this);
"Shaders::FlatGL::Configuration::setJointCount(): count has to be non-zero iff (secondary) per-vertex joint count is non-zero",*this);
"Shaders::MeshVisualizerGL2D: TransformationMatrix attribute binding conflicts with the SecondaryJointIds / SecondaryWeights attributes, use a non-instanced rendering with secondary weights instead",CompileState{NoCreate});
"Shaders::MeshVisualizerGL2D::Configuration::setJointCount(): either both joint count and (secondary) per-vertex joint count has to be non-zero, or all zero",*this);
"Shaders::MeshVisualizerGL2D::Configuration::setJointCount(): count has to be non-zero iff (secondary) per-vertex joint count is non-zero",*this);
"Shaders::MeshVisualizerGL3D: TransformationMatrix attribute binding conflicts with the SecondaryJointIds / SecondaryWeights attributes, use a non-instanced rendering with secondary weights instead",CompileState{NoCreate});
"Shaders::MeshVisualizerGL3D::Configuration::setJointCount(): either both joint count and (secondary) per-vertex joint count has to be non-zero, or all zero",*this);
"Shaders::MeshVisualizerGL3D::Configuration::setJointCount(): count has to be non-zero iff (secondary) per-vertex joint count is non-zero",*this);
"Shaders::PhongGL: TransformationMatrix attribute binding conflicts with the SecondaryJointIds / SecondaryWeights attributes, use a non-instanced rendering with secondary weights instead",CompileState{NoCreate});
"Shaders::PhongGL::Configuration::setJointCount(): either both joint count and (secondary) per-vertex joint count has to be non-zero, or all zero",*this);
"Shaders::PhongGL::Configuration::setJointCount(): count has to be non-zero iff (secondary) per-vertex joint count is non-zero",*this);