diff --git a/include/SDL3/SDL_init.h b/include/SDL3/SDL_init.h index 327710dd2e..b627d1f02d 100644 --- a/include/SDL3/SDL_init.h +++ b/include/SDL3/SDL_init.h @@ -28,18 +28,18 @@ * Almost everything can simply call SDL_Init() near startup, with a handful * of flags to specify subsystems to touch. These are here to make sure SDL * does not even attempt to touch low-level pieces of the operating system - * that you don't intend to use. For example, you might be using SDL for - * video and input but chose an external library for audio, and in this case - * you would just need to leave off the `SDL_INIT_AUDIO` flag to make sure - * that external library has complete control. + * that you don't intend to use. For example, you might be using SDL for video + * and input but chose an external library for audio, and in this case you + * would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that + * external library has complete control. * * Most apps, when terminating, should call SDL_Quit(). This will clean up * (nearly) everything that SDL might have allocated, and crucially, it'll - * make sure that the display's resolution is back to what the user expects - * if you had previously changed it for your game. + * make sure that the display's resolution is back to what the user expects if + * you had previously changed it for your game. * - * SDL3 apps are strongly encouraged to call SDL_SetAppMetadata at startup - * to fill in details about the program. This is completely optional, but it + * SDL3 apps are strongly encouraged to call SDL_SetAppMetadata at startup to + * fill in details about the program. This is completely optional, but it * helps in small ways (we can provide an About dialog box for the macOS menu, * we can name the app in the system's audio mixer, etc). Those that want to * provide a _lot_ of information should look at the more-detailed diff --git a/include/SDL3/SDL_video.h b/include/SDL3/SDL_video.h index 176543abbb..4310f03e3e 100644 --- a/include/SDL3/SDL_video.h +++ b/include/SDL3/SDL_video.h @@ -29,13 +29,14 @@ * interacting with a window. * * The video subsystem is also interested in abstracting away some - * platform-specific differences in OpenGL: context creation, swapping buffers, - * etc. This may be crucial to your app, but also you are not required to use - * OpenGL at all. - * In fact, SDL can provide rendering to those windows as well, either with an - * easy-to-use [2D API](https://wiki.libsdl.org/SDL3/CategoryRender) - * or with a more-powerful [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU). - * Of course, it can simply get out of your way and give you the window + * platform-specific differences in OpenGL: context creation, swapping + * buffers, etc. This may be crucial to your app, but also you are not + * required to use OpenGL at all. In fact, SDL can provide rendering to those + * windows as well, either with an easy-to-use + * [2D API](https://wiki.libsdl.org/SDL3/CategoryRender) + * or with a more-powerful + * [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU) + * . Of course, it can simply get out of your way and give you the window * handles you need to use Vulkan, Direct3D, Metal, or whatever else you like * directly, too. *