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Fix case in naming of structure
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01_Overview.md

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@@ -54,11 +54,11 @@ An instance is created by describing your application and any API extensions you
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will be using. After creating the instance, you can query for Vulkan supported
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hardware and select one or more `VkPhysicalDevice`s to use for operations. You
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can query for properties like VRAM size and device capabilities to select
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desired devices, for example to prefer using dedicated graphics cards.
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desired devices, for example to prefer using dedicated graphics cards.
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### Step 2 - Logical device and queue families
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After selecting the right hardware device to use, you need to create a VkDevice
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After selecting the right hardware device to use, you need to create a VkDevice
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(logical device), where you describe more specifically which
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VkPhysicalDeviceFeatures you will be using, like multi viewport rendering and
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64 bit floats. You also need to specify which queue families you would like to
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platform APIs or libraries like [GLFW](http://www.glfw.org/) and [SDL](https://www.libsdl.org/).
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We will be using GLFW in this tutorial, but more about that in the next chapter.
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We need two more components to actually render to a window: a window surface
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(VkSurfaceKHR) and a swap chain (VkSwapChainKHR). Note the `KHR` postfix, which
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We need two more components to actually render to a window: a window surface
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(VkSurfaceKHR) and a swap chain (VkSwapchainKHR). Note the `KHR` postfix, which
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means that these objects are part of a Vulkan extension. The Vulkan API itself
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is completely platform agnostic, which is why we need to use the standardized
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WSI (Window System Interface) extension to interact with the window manager. The
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black compared to OpenGL and Direct3D!
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There's only one more step before we'll start writing code and that's [setting
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up the development environment](!Development_environment).
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up the development environment](!Development_environment).

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