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Fix typos in introduction
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00_Introduction.md

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@@ -75,7 +75,7 @@ in the specification itself. You are encouraged to submit feedback to
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As mentioned before, the Vulkan API has a rather verbose API with many
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parameters to give you maximum control over the graphics hardware. This causes
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basic operations like creating a texture to take a lot of steps that have to be
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repeated every time. Therefore we'll creating our own collection of helper
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repeated every time. Therefore we'll be creating our own collection of helper
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functions throughout the tutorial.
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Every chapter will also conclude with a link to the full code listing up to that
@@ -101,7 +101,7 @@ lot of steps until the first geometry shows up on the screen. There are many of
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these initial steps in Vulkan, but you'll see that each of the individual steps
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is easy to understand and does not feel redundant. It's also important to keep
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in mind that once you have that boring looking triangle, drawing fully textured
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3D models does not take that much extra work and each individual step, and each
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step beyond that point is much more rewarding.
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3D models does not take that much extra work, and each step beyond that point is
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much more rewarding.
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Ready to dive into the future of high performance graphics APIs? [Let's go!](!Overview)

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