Fix a dumb typo
@@ -70,7 +70,7 @@ which brought about the current feature set:
- When you have large voxel worlds, it's not feasible to store a lot of unique
data for every voxel. A common strategy is to have each voxel labeled with
some "type." If you only want to use a single byte for each voxel's type,
- then you can have up to 255 types of voxels. Then each type can have a large
+ then you can have up to 256 types of voxels. Then each type can have a large
amount of data associated with it in a "palette" container. But we still
want to be able to use our common set of access traits to read the voxel
type data. Thus, we have a type called `TransformMap` which implements those
