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Jason McKesson committed 050e9d1

copyediting.

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Documents/Getting Started.xml

                     It provides a way to create windows or full-screen displays. It provides ways to
                     get keyboard and mouse input.</para>
             </formalpara>
-            <para>The difference between them is that, while FreeGLUT owns the message processing
-                loop, GLFW does not. GLFW requires that the user poll it to process messages. This
-                allows the user to maintain reasonably strict timings for rendering. While this makes GLFW
-                programs a bit more complicated than FreeGLUT ones (which is why these tutorials use
-                FreeGLUT), it does mean that GLFW would be more useful in serious applications.</para>
+            <para>The biggest difference between them is that, while FreeGLUT owns the message
+                processing loop, GLFW does not. GLFW requires that the user poll it to process
+                messages. This allows the user to maintain reasonably strict timings for rendering.
+                While this makes GLFW programs a bit more complicated than FreeGLUT ones (which is
+                why these tutorials use FreeGLUT), it does mean that GLFW would be more useful in
+                serious applications.</para>
+            <para>GLFW also provides more robust input support as well as </para>
             <para>GLFW uses the zLib license.</para>
             <formalpara>
                 <title>Multimedia Libraries</title>

Documents/Positioning/Tutorial 07.xml

                 the square at the same distance from the camera as the camera would be from the
                 target point.</para>
             <para>Being able to work directly in camera space like this is also a quite useful
-                technique. It allows the object to be positions relative to the camera, so that no
+                technique. It allows the object to be positioned relative to the camera, so that no
                 matter how the camera moves relative to the world, the object will always appear
                 fixed. It will also always appear facing the camera.</para>
         </section>