- Don't store triangulation or triangle face indices in MeshRenderData.
This makes more automatic use of the lazy calculation and saves the
calculation of the face indices in some cases.
- Don't use the "extractor" abstraction for the triangle index buffer.
This is part of the ongoing transition described by #116901.
- Pass the "face sorted" data directly to the triangle index buffer
creation. That's the only place that needs it. This makes the
dependencies more explicit and might make better use of CPU cache.