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Add some wishlist TODOs to the root README.md
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README.md

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@@ -44,3 +44,8 @@ This is consistent with OpenGL and GLM, but not with most textbook math.
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Quaternions are represented as `(s, x, y, z)` where `s` is the scalar part. Think `s + iv`.
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We assume a right-handed coordinate system.
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## TODO
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- [ ] Need easier conversion between scalar types, e.g. `SimdUVec2` from `[u16; 2]` should work.
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- [ ] Need flattening for rects, e.g. `into_array()` methods on all types?

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