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.