Is there a good way to store data per edge in a mesh for read on the GPU, or are you better off just storing that data per triangle, even though it is likely redundantly stored on the triangle that shares the edge?
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Once here, you can start sharing components of the index uint4 where it makes sense. ie, normal, binormal, and tangent can all be indexed with y. Vertex weights (for animation) can probably be indexed by x, which also grabs positions. Color on x too?
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w is a freebie. Second UV set? If all UV islands are the same between two uv sets, you might be able to re-use z for both uv sets. Point is there is a bit of room to play around here and get creative.
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