message: demo: When trimming data, keep triangles 4b aligned
  This is valuable for consistency and in case the triangle data is read
  in groups of 4 bytes.
diff: @@ -844,7 +844,7 @@ void meshlets(const Mesh& mesh, bool scan)
  // this is an example of how to trim the vertex/triangle arrays when copying data out to GPU storage
  meshlet_vertices.resize(last.vertex_offset + last.vertex_count);
  - meshlet_triangles.resize(last.triangle_offset + last.triangle_count * 3);
  + meshlet_triangles.resize(last.triangle_offset + ((last.triangle_count * 3 + 3) & ~3));
  }
  double end = timestamp();
  