message: Update README.md
  Wording changes
diff: @@ -84,11 +84,11 @@ Note that the algorithm does not try to model cache replacement precisely and in
  ## Vertex quantization
  -Finally, to optimize memory bandwidth when fetching the vertex data even further, and to reduce the amount of memory required to store the mesh, it is often beneficial to quantize the vertex attributes to smaller types. While this optimization can technically be at any part of the pipeline (and sometimes doing quantization as the first step can somewhat perform indexing), it generally is easier to run this after all other optimizations since some of them require access to float3 positions.
  +To optimize memory bandwidth when fetching the vertex data even further, and to reduce the amount of memory required to store the mesh, it is often beneficial to quantize the vertex attributes to smaller types. While this optimization can technically run at any part of the pipeline (and sometimes doing quantization as the first step can improve indexing by merging almost identical vertices), it generally is easier to run this after all other optimizations since some of them require access to float3 positions.
  -Quantization is usually domain specific; it's common to quantize normals using 3 8-bit integers but you can use higher-precision quantization (for example using 10 bits per component in a 10_10_10_2 format), or a different encoding to use just 2 components. For positions and UV data the two most common storage formats are half precision floats, and 16-bit normalized integers that encode the position relative to the AABB of the mesh or the UV bounding rectangle.
  +Quantization is usually domain specific; it's common to quantize normals using 3 8-bit integers but you can use higher-precision quantization (for example using 10 bits per component in a 10_10_10_2 format), or a different encoding to use just 2 components. For positions and texture coordinate data the two most common storage formats are half precision floats, and 16-bit normalized integers that encode the position relative to the AABB of the mesh or the UV bounding rectangle.
  -The number of combinations here is too large but this library does provide the building blocks, specifically functions to quantize floating point values to normalized integers, as well as half-precision floats. For example, here's how you can quantize a normal:
  +The number of possible combinations here is very large but this library does provide the building blocks, specifically functions to quantize floating point values to normalized integers, as well as half-precision floats. For example, here's how you can quantize a normal:
  ```c++
  unsigned int normal =
  