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Merge pull request #54 from d-v-b/master
fix some typos
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03-quickstart.rst

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@@ -44,7 +44,7 @@ that are outside this range will be discarded or clipped (i.e. won't be visible
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on screen). This is called Normalized Device Coordinates, or NDC for short.
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This is something you cannot change because it is part of the OpenGL API and
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implemented in your hardware (GPU). Consequently, even if you intend to render
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the whole universe, you'll have utlimately to fit it into this small volume.
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the whole universe, you'll have ultimately to fit it into this small volume.
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The second important fact to know is that **x** coordinates increase from left
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to right and **y** coordinates increase from bottom to top. For this latter

04-maths.rst

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@@ -35,7 +35,7 @@ this is the reason why we will use homogeneous coordinates that describe
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coordinates in a four-dimensional projective space (that includes the Euclidean
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space). We'll see in the next section that this allows us to express linear
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transformations (rotation, scaling), affine transformations (translations) and
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projection using 4×4 matrices. Homogeneous coordinatess are tightly linked with
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projection using 4×4 matrices. Homogeneous coordinates are tightly linked with
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regular 3D coordinates with the noticeable difference that they require a
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fourth `w` coordinate that corresponds to the fourth dimension, let's call it
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the projective dimension. In order to explain it, we'll use a 1-dimensional

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