Refits a mesh tree (any builder's, in the GPU layout, f32 or quantized
nodes, records or indexed triangles) to positions (x, y, z per vertex,
the mesh's own vertex numbering) on the CPU, keeping its shape: the CPU
path of a deforming mesh's pose (SceneTrees.setPoseCpu). Each slot's
corners come from indices (the mesh's, or none for a triangle list) by
the slot's original index. The layout itself is not changed. A
PoseLayout (no triangles) gives the same result, bit for bit.
Refits a mesh tree (any builder's, in the GPU layout,
f32or quantized nodes, records or indexed triangles) topositions(x, y, zper vertex, the mesh's own vertex numbering) on the CPU, keeping its shape: the CPU path of a deforming mesh's pose (SceneTrees.setPoseCpu). Each slot's corners come fromindices(the mesh's, or none for a triangle list) by the slot's original index. The layout itself is not changed. A PoseLayout (no triangles) gives the same result, bit for bit.