Fix debug overlay rendering for large meshes #235
Merged
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When Jolt tries to draw a debug mesh with over 32k verts, Source engine can't handle it due to 16-bit indices and other constraints. This PR just splits large meshes up into chunks small enough for Source to handle. It also properly frees the meshes when the Batch is freed.
I didn't do chunking for indexed meshes since it seems like Jolt is only using them for the primitives currently and chunking those is a lot more complicated.