We arrange the vertices in counter-clockwise order: top, bottom left, bottom right. We do it this way partially out of tradition, but mostly because we specified in the `rasterization_state` of the `render_pipeline` that we want the `front_face` of our triangle to be `wgpu::FrontFace::Ccw` so that we cull the back face. This means that any triangle that should be facing us should have its vertices in counter-clockwise order.
We arrange the vertices in counter-clockwise order: top, bottom left, bottom right. We do it this way partially out of tradition, but mostly because we specified in the `primitive` of the `render_pipeline` that we want the `front_face` of our triangle to be `wgpu::FrontFace::Ccw` so that we cull the back face. This means that any triangle that should be facing us should have its vertices in counter-clockwise order.
Now that we have our vertex data, we need to store it in a buffer. Let's add a `vertex_buffer` field to `State`.