wait this is machine specific comment. Don't worry about editing old commit stuff, but please check for others
this comment seems pointless
why is glyph atlas provided to every shader? could it be a pipeline specific resource? same with sampler?
add a todo to merge this in with the regular primitive methods. I have some ideas but not worth doing rn / doesn't affect structure
should probably use zip and assert lens are equal up front so it can be optimized, or if there's a zip like method that already does that
is that none thing documented wgpu behavior? never heard of that. comment is also still worded weirdly. Try to make the wording very simple, like "layout for a list of primitive data"
much better, try to comment more like this
this comment is not clear. Can probably explain it in less & more direct words