Jason McKesson avatar Jason McKesson committed 45c6ae6

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Documents/Basics/Tutorial 00.xml

             useful for our purposes.</para>
         <formalpara>
             <title>Triangles and Vertices</title>
-            <para>Triangles consist of 3 vertices. A <glossterm>vertex</glossterm> is of a
+            <para>Triangles consist of 3 vertices. A <glossterm>vertex</glossterm> is a
                 collection of arbitrary data. For the sake of simplicity (we will expand upon this
                 later), let us say that this data must contain a point in three dimensional space.
                 It may contain other data, but it must have at least this. Any 3 points that are not

Documents/Positioning/Tutorial 03.xml

             that is <emphasis>before</emphasis> rendering. Clearly there must be a better way; games
             can't possibly do this every frame and still hold decent framerates.</para>
         <para>Actually for quite some time, they did. In the pre-GeForce 256 days, that was how all
-            games worked. Graphics hardware just took a list of vertices in normalized device
-            coordinate space and rasterized them into fragments and pixels. Granted, in those days,
+            games worked. Graphics hardware just took a list of vertices in clip space and rasterized them into fragments and pixels. Granted, in those days,
             we were talking about maybe 10,000 triangles per frame. And while CPUs have come a long
             way since then, they haven't scaled with the complexity of graphics scenes.</para>
         <para>The GeForce 256 (note: not a GT 2xx card, but the very first GeForce card) was the

Documents/Positioning/Tutorial 04.xml

                 positive Z is away.</para>
             <para>Our perspective projection transform will be specific to this space. As previously
                 stated, the projection plane shall be a region [-1, 1] in the X and Y axes, and at a
-                Z value of 0. The projection will be from vertices in the -Z direction onto this
+                Z value of -1. The projection will be from vertices in the -Z direction onto this
                 plane; vertices that have a positive Z value are behind the projection plane.</para>
             <para>Now, we will make one more simplifying assumption: the location of the center of
                 the perspective plane is fixed at (0, 0, -1) in camera space. Therefore, since the
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