Added KRMesh::isReady
Vulkan test code now uses KRMesh and asset ingestion pipeline for vertex and index data. Updated Vulkan test shader to match KRMesh attribute layout.
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@@ -128,6 +128,7 @@ public:
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void optimizeIndexes();
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void renderNoMaterials(VkCommandBuffer& commandBuffer, KRNode::RenderPass renderPass, const std::string& object_name, const std::string& material_name, float lodCoverage);
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bool isReady() const;
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float getMaxDimension();
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