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vertex structures with gaps can get snapshotted incorrectly #75

@jmquigs

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@jmquigs

In this format:

ThreadId(1)/6110943ms: [M:Snapshot]: Elements: vert code -2091351157, semantics:
Position 0 0 Format R32G32B32_Float
Normal 0 20 Format R8G8B8A8_UNorm
BlendIndices 0 16 Format R8G8B8A8_UInt
BlendWeight 0 12 Format R8G8B8A8_UNorm
TextureCoordinate 0 32 Format R32G32_Float

There is a gap between the normal and the texture coordinate. Previously the snapshot reader doesn't seek, so it would read the empty/garbage data before the texture coordinate as the texture coordinate. Turned out to be zero in the case I saw, but could have been anything. Likely a result of the gamedev refactoring rendering over time and removing vertex elements they don't use anymore without repacking the struct.

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