message: clusterizer: Fill triangle data padding with 0
  This makes sure that our output is deterministic as it doesn't contain
  uninitialized values.
diff: @@ -221,6 +221,15 @@ static float computeTriangleCones(Cone* triangles, const unsigned int* indices,
  return mesh_area;
  }
  +static void finishMeshlet(meshopt_Meshlet& meshlet, unsigned char* meshlet_triangles)
  +{
  + size_t offset = meshlet.triangle_offset + meshlet.triangle_count * 3;
  +
  + // fill 4b padding with 0
  + while (offset & 3)
  + meshlet_triangles[offset++] = 0;
  +}
  +
  static bool appendMeshlet(meshopt_Meshlet& meshlet, unsigned int a, unsigned int b, unsigned int c, unsigned char* used, meshopt_Meshlet* meshlets, unsigned int* meshlet_vertices, unsigned char* meshlet_triangles, size_t meshlet_offset, size_t max_vertices, size_t max_triangles)
  {
  unsigned char& av = used[a];
  @@ -238,8 +247,10 @@ static bool appendMeshlet(meshopt_Meshlet& meshlet, unsigned int a, unsigned int
  for (size_t j = 0; j < meshlet.vertex_count; ++j)
  used[meshlet_vertices[meshlet.vertex_offset + j]] = 0xff;
  + finishMeshlet(meshlet, meshlet_triangles);
  +
  meshlet.vertex_offset += meshlet.vertex_count;
  - meshlet.triangle_offset += (meshlet.triangle_count * 3 + 3) & ~3; // 4b alignment for index data
  + meshlet.triangle_offset += (meshlet.triangle_count * 3 + 3) & ~3; // 4b padding
  meshlet.vertex_count = 0;
  meshlet.triangle_count = 0;
  @@ -622,7 +633,11 @@ size_t meshopt_buildMeshlets(meshopt_Meshlet* meshlets, unsigned int* meshlet_ve
  }
  if (meshlet.triangle_count)
  + {
  + finishMeshlet(meshlet, meshlet_triangles);
  +
  meshlets[meshlet_offset++] = meshlet;
  + }
  assert(meshlet_offset <= meshopt_buildMeshletsBound(index_count, max_vertices, max_triangles));
  return meshlet_offset;
  @@ -657,7 +672,11 @@ size_t meshopt_buildMeshletsScan(meshopt_Meshlet* meshlets, unsigned int* meshle
  }
  if (meshlet.triangle_count)
  + {
  + finishMeshlet(meshlet, meshlet_triangles);
  +
  meshlets[meshlet_offset++] = meshlet;
  + }
  assert(meshlet_offset <= meshopt_buildMeshletsBound(index_count, max_vertices, max_triangles));
  return meshlet_offset;
  