Mesh Index Binding
Describes how a MeshDraw resolves its index buffer when it is submitted.
Some meshes own a dedicated uploaded index buffer, while others rely on vanilla's shared sequential buffers and must resolve the current buffer lazily at draw time.
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A draw that uses vanilla's shared sequential index buffer for the given topology.
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data class Uploaded(val slice: GpuBufferSlice, val type: IndexType) : MeshDraw.MeshIndexBinding, Record
A dedicated uploaded index buffer owned by the mesh storage strategy.