Partially needed to avoid build breakages because Corrade itself
switched as well, partially because a cleanup is always good. Done
except for (STL-heavy) code that's deprecated or SceneGraph-related APIs
that are still quite full of STL as well.
The type is now extended to 32 bits. In the GL and Vk libraries it means
one can now do things like
MeshIndexType type = meshIndexTypeWrap(GL_UNSIGNED_BYTE);
and passing that to GL::Mesh or Vk::Mesh will cause it to use the value
directly, instead of doing a mapping from a generic type. The *real* use
case for this is however to allow custom index buffer representations in
Trade::MeshData. Support for that will be hooked up in the following
commit.
Together with:
* CommandBuffer::draw()
* Support for indexed and non-indexed meshes
* Support for setting primitive and stride dynamically
I took one shortcut and vkCmdBindVertexBuffers() is currently called
once for each binding. The interface is ready for this, but I'm not yet
100% sure how to test that it actually does batch the buffers, so it's
left at the lazy implementation for now.