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gltfpack: Combine variant quantization bounds
When a mesh uses multiple materials through the use of variants, we need to make sure that the quantization parameters for UV for a given material incorporate all meshes that refer to it, including variants. In addition, when processing a mesh, we need to take all variant requirements into account, so that e.g. if only one material needs a second UV set, we still include it even if it's a variant. This isn't quite correct in cases when materials are used in other meshes as well, since we need to ensure that the quantization data is the same across all materials.
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