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Fix: Provide CPU mesh processing with MaterialBindingId (#19083)
# Objective
Fixes#19027
## Solution
Query for the material binding id if using fallback CPU processing
## Testing
I've honestly no clue how to test for this, and I imagine that this
isn't entirely failsafe :( but would highly appreciate a suggestion!
To verify this works, please run the the texture.rs example using WebGL
2.
Additionally, I'm extremely naive about the nuances of pbr. This PR is
essentially to kinda *get the ball rolling* of sorts. Thanks :)
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Co-authored-by: Gilles Henaux <ghx_github_priv@fastmail.com>
Co-authored-by: charlotte <charlotte.c.mcelwain@gmail.com>
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