7f81602fe7
This is cherry-picked from #311 When processing meshes with blend shapes, the mesh optimizer disables the optimize duplicates setting, to prevent potential vertex reodering that could cause the base mesh vertices to become out of sync with the blend shape. However, it will still reorder vertices based on their material. It places all triangles that use the same material in the same submesh, grouping them together in the resulting mesh. The SceneAPI does not track material ids for blend shapes. To ensure that the blend shape triangles are reordered in the same way as the base shape, this change makes the blend shape optimization use the material id from the base shape.