The current API allowed to have a buffer for each primitive in a
renderable. We instead restrict the API so that there is a single
MorphTargetBuffer for the whole renderable, shared by all primitives.
The buffer can be shared thanks to the "offset" parameter on
setMorphTargetBufferAt().
Also
- fix FMorphTargetBuffer::updateDataAt()
- add support for the "offset" parameter of setMorphTargetBufferAt()
* Add skinning and morphing samples to check functionality
* Implement skinning for more than four bones pair vertex
The API allows defining an unlimited number of bone indices and weights of primitives. Data is defined in building process of the renderable manager. Backward compatibility with the original solution.
Skinning of vertices is calculated on GPU, data is transferred to the vertex shader in the texture.