X Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?) X Construct vertex buffer from k2.draw_blabla calls. Do we need index buffer? 🤷‍ * Organize the d3d11 things neatly. It's just a hack right now! * Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.