s no need to have a 1-to-1 mapping between attributes and buffer. A buffer can hold the
 data of several attributes -- attributes are then referred as being "interleaved".
 </p>

 <p>
 The buffers themselves are GPU resources, therefore mutating their data can be relatively slow.
 For this reason, it is best to separate the constant data from the dynamic data into multiple
 buffers.
 </p>

 <p>
 It is possible, and even encouraged, to use a single vertex buffer for several
 <code>Renderable</code>s.
 </p></