message: Intra-doc-link-ify some docs
diff: @@ -43,18 +43,18 @@ OpenGL is similar to a drawing software: you draw something, then draw over it,
  again, etc. until you are satisfied of the result.
  Once you have a `display`, you can call `let mut frame = display.draw();` to start drawing. This
  -`frame` object implements [the `Surface` trait](trait.Surface.html) and provides some functions
  +`frame` object implements [the `Surface` trait](`Surface`) and provides some functions
  such as `clear_color`, but also allows you to draw with the rendering pipeline.
  In order to draw something, you will need to pass:
  - - A source of vertices (see the [`vertex`](vertex/index.html) module)
  - - A source of indices (see the [`index`](index/index.html) module)
  + - A source of vertices (see the [`vertex`](`vertex`) module)
  + - A source of indices (see the [`index`](`index`) module)
  - A program that contains the shader that the GPU will execute (see the
  - [`program`](program/index.html) module)
  - - A list of uniforms for the program (see the [`uniforms`](uniforms/index.html) module)
  + [`program`](`mod@program`) module)
  + - A list of uniforms for the program (see the [`uniforms`](`uniforms`) module)
  - Draw parameters to customize the drawing process (see the
  - [`draw_parameters`](draw_parameters/index.html) module)
  + [`draw_parameters`](`draw_parameters`) module)
  Once you have finished drawing, you can call `frame.finish()` to swap buffers and present the
  result to the user.
  