message: Fixed typos in comments of triangle.cpp
diff: * Vulkan Example - Basic indexed triangle rendering
  *
  * Note:
  -* This is a "pedal to the metal" example to show off how to get Vulkan up an displaying something
  +* This is a "pedal to the metal" example to show off how to get Vulkan up and displaying something
  * Contrary to the other examples, this one won't make use of helper functions or initializers
  * Except in a few cases (swap chain setup e.g.)
  *
  @@ -87,7 +87,7 @@ public:
  // Pipelines (often called "pipeline state objects") are used to bake all states that affect a pipeline
  // While in OpenGL every state can be changed at (almost) any time, Vulkan requires to layout the graphics (and compute) pipeline states upfront
  // So for each combination of non-dynamic pipeline states you need a new pipeline (there are a few exceptions to this not discussed here)
  - // Even though this adds a new dimension of planing ahead, it's a great opportunity for performance optimizations by the driver
  + // Even though this adds a new dimension of planning ahead, it's a great opportunity for performance optimizations by the driver
  VkPipeline pipeline;
  // The descriptor set layout describes the shader binding layout (without actually referencing descriptor)
  @@ -182,10 +182,10 @@ public:
  semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
  semaphoreCreateInfo.pNext = nullptr;
  - // Semaphore used to ensures that image presentation is complete before starting to submit again
  + // Semaphore used to ensure that image presentation is complete before starting to submit again
  VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &presentCompleteSemaphore));
  - // Semaphore used to ensures that all commands submitted have been finished before submitting the image to the queue
  + // Semaphore used to ensure that all commands submitted have been finished before submitting the image to the queue
  VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &renderCompleteSemaphore));
  // Fences (Used to check draw command buffer completion)
  