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Implement non-indexed mesh rendering (#3415)
# Objective Instead of panicking when the `indices` field of a mesh is `None`, actually manage it. This is just a question of keeping track of the vertex buffer size. ## Notes * Relying on this change to improve performance on [bevy_debug_lines using the new renderer](Toqozz/bevy_debug_lines#10) * I'm still new to rendering, my only expertise with wgpu is the learn-wgpu tutorial, likely I'm overlooking something.
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