message: Few more minor updates to readme
diff: @@ -161,10 +161,10 @@ dynamic library and imports the functions required to initialize the engine. You
  You also need to add the following directories to the include search paths:
  -* diligentcore/Graphics/GraphicsEngineD3D11/interface
  -* diligentcore/Graphics/GraphicsEngineD3D12/interface
  -* diligentcore/Graphics/GraphicsEngineOpenGL/interface
  -* diligentcore/Graphics/GraphicsEngineVulkan/interface
  +* DiligentCore/Graphics/GraphicsEngineD3D11/interface
  +* DiligentCore/Graphics/GraphicsEngineD3D12/interface
  +* DiligentCore/Graphics/GraphicsEngineOpenGL/interface
  +* DiligentCore/Graphics/GraphicsEngineVulkan/interface
  Also, enable Diligent namespace:
  @@ -313,8 +313,8 @@ ShaderCreateInfo ShaderCI;
  There are two ways to create a shader. The first way is to provide a pointer to the shader source code through
  `ShaderCreateInfo::Source` member. The second way is to provide a file name. Graphics Engine is entirely decoupled
  from the platform. Since the host file system is platform-dependent, the structure exposes
  -`ShaderCreateInfo::pShaderSourceStreamFactory` member that is intended to provide the engine access to the file system.
  -If you provided the source file name, you must also provide non-null pointer to the shader source stream factory.
  +`ShaderCreateInfo::pShaderSourceStreamFactory` member that is intended to give the engine access to the file system.
  +If you provided the source file name, you must also provide a non-null pointer to the shader source stream factory.
  If the shader source contains any `#include` directives, the source stream factory will also be used to load these
  files. The engine provides default implementation for every supported platform that should be sufficient in most cases.
  You can however define your own implementation.
  @@ -419,14 +419,14 @@ Initialize input layout description structure `InputLayoutDesc`:
  ```cpp
  // Define input layout
  InputLayoutDesc &Layout = PSODesc.GraphicsPipeline.InputLayout;
  -LayoutElement TextLayoutElems[] =
  +LayoutElement LayoutElems[] =
  {
  LayoutElement( 0, 0, 3, VT_FLOAT32, False ),
  LayoutElement( 1, 0, 4, VT_UINT8, True ),
  LayoutElement( 2, 0, 2, VT_FLOAT32, False ),
  };
  -Layout.LayoutElements = TextLayoutElems;
  -Layout.NumElements = _countof( TextLayoutElems );
  +Layout.LayoutElements = LayoutElems;
  +Layout.NumElements = _countof(LayoutElems);
  ```
  Define primitive topology and set shader pointers:
  