message: Update README.md
  Remove cache size from meshopt_optimizeVertexCache sample.
diff: @@ -53,11 +53,9 @@ You can then further optimize the resulting buffers by calling the other functio
  When the GPU renders the mesh, it has to run the vertex shader for each vertex; usually GPUs have a built-in fixed size cache that stores the transformed vertices (the result of running the vertex shader), and uses this cache to reduce the number of vertex shader invocations. This cache is usually small, 16-32 vertices, and can have different replacement policies; to use this cache efficiently, you have to reorder your triangles to maximize the locality of reused vertex references like so:
  ```c++
  -meshopt_optimizeVertexCache(indices, indices, index_count, vertex_count, 16);
  +meshopt_optimizeVertexCache(indices, indices, index_count, vertex_count);
  ```
  -In general it's better to use the cache size that's smaller than your target GPU cache size than the one that's bigger; 16 is a reasonable default value.
  -
  ## Overdraw optimization
  After transforming the vertices, GPU sends the triangles for rasterization which results in generating pixels that are usually first ran through the depth test, and pixels that pass it get the pixel shader executed to generate the final color. As pixel shaders get more expensive, it becomes more and more important to reduce overdraw. While in general improving overdraw requires view-dependent operations, this library provides an algorithm to reorder triangles to minimize the overdraw from all directions, which you should run after vertex cache optimization like this:
  