Load real mesh
Don't directly push faces
Split interaction based on number of vertices
UVs partially working
Back out changes
Uvs are right, normals are wrong
Don't use NaN for vertex index...
Raise light
Specular maps
Pass the normal map to the shader
Naive incorrect normal mapping

Need per-tangent transformations for it to be correct, this is enough to
verify that the map is applied to the right parts of the mesh. Will
circle back for tangent space later.