Support for sparse accessor and accessor without buffer view. #29
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This PR adds support for glTF sparse accessor and accessor without buffer view.
Implemented as:
Accessor
in the shader.VEC4
type, the largest possible type of accessor). Fetching address will always point to the buffer device address of the buffer, and stride will be set to 0, make every accessor indirection points to the start of the buffer.It also removes the constraint for maximum accessor byte stride (128, previously), which is not likely to be happened.