Fixed incorrect information
@@ -106,20 +106,22 @@ macro_rules! gfx_format {
/// The `pipeline state object` or `pso` can consist of the following
/// `pso` components:
///
-/// - A single [vertex buffer](pso/buffer/type.VertexBuffer.html) component to hold the vertices.
-/// - A single [instance buffer](pso/buffer/type.InstanceBuffer.html) component.
+/// - A [vertex buffer](pso/buffer/type.VertexBuffer.html) component to hold the vertices.
+/// - An [instance buffer](pso/buffer/type.InstanceBuffer.html) component.
/// - Single or multiple [constant buffer](pso/buffer/struct.ConstantBuffer.html) components. (DX11 and OpenGL3)
-/// - Single or multiple [global buffer](pos/buffer/struct.Global.html) components.
-/// - Single or multiple [samplers](pos/resource/struct.Sampler.html)
-/// such as [texture samplers](pso/resource/struct.TextureSampler.html].
+/// - Single or multiple [global buffer](pso/buffer/struct.Global.html) components.
+/// - Single or multiple [samplers](pso/resource/struct.Sampler.html).
/// - [Render](pso/target/struct.RenderTarget.html), [blend](pso/target/struct.BlendTarget.html),
-/// [depth](pso/target/struct.DepthTarget.html) and [stencil](pso/target/struct.StencilTarget.html) targets
+/// [depth](pso/target/struct.DepthTarget.html), [stencil](pso/target/struct.StencilTarget.html) targets.
/// - A [shader resource view](pso/resource/struct.ShaderResource.html) (SRV, DX11)
-/// - A [unordered access view](pso/resource/struct.UnorderedAccess.html) (UAV, DX11, not yet implemented in the OpenGL backend)
+/// - An [unordered access view](pso/resource/struct.UnorderedAccess.html) (UAV, DX11, not yet implemented in the OpenGL backend)
/// - A [scissor](pso/target/struct.Scissor.html) rectangle value (DX11)
///
-/// Structure of a `pipeline state object` can be defined
-/// freely but should at the very least consist of one vertex buffer object.
+/// Structure of a `pipeline state object` can be defined freely.
+///
+/// It should be noted however, that you can have multiple objects of everything but
+/// depth/stencil and scissor objects in a `pipeline state object`, which is the only
+/// restriction in the freedom of defining a `pipeline state object`.
///
/// # `vertex`
///
@@ -130,8 +132,8 @@ macro_rules! gfx_format {
///
/// Defines a structure for shader constant data. This constant data
/// is then appended into a constant buffer in the `pso`. Constant buffers
-/// are only supported by DirectX 11 and OpenGL backend uses it's own
-/// Uniform Buffer Object which requires OpenGL 3.1.
+/// are supported by DirectX 11 and OpenGL3 backend, but in OpenGL they
+/// are called `Uniform Buffer Object`s or `UBO`s.
#[macro_export]
macro_rules! gfx_defines {
($(#[$attr:meta])* vertex $name:ident {
