feat: Step 4 load .obj and glTF models into ECS
- Add Vertex struct and Mesh ECS component (vertices + indices). - Add Vulkan IndexBuffer for indexed draws. - Add MeshRenderer that draws Mesh + Transform entities with vkCmdDrawIndexed. - Add minimal .obj loader (positions, faces) and glTF/glTF-binary loader via SharpGLTF.Core. - Rewrite shaders to 3D position + color; recompile to SPIR-V. - Update VulkanPipeline for new vertex format. - Ship a sample Content/cube.obj and wire Program.cs to load it. - Remove TriangleRenderer (replaced by MeshRenderer).
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# Simple unit cube
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v -0.5 -0.5 -0.5
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v 0.5 -0.5 -0.5
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v 0.5 0.5 -0.5
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v -0.5 0.5 -0.5
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v -0.5 -0.5 0.5
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v 0.5 -0.5 0.5
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v 0.5 0.5 0.5
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v -0.5 0.5 0.5
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# Back face
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f 1 2 3
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f 1 3 4
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# Front face
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f 5 7 6
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f 5 8 7
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# Left face
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f 1 5 6
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f 1 6 2
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# Right face
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f 3 7 8
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f 3 8 4
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# Bottom face
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f 1 4 8
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f 1 8 5
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# Top face
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f 2 6 7
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f 2 7 3
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