message: Update README.md
  Minor wording changes
diff: @@ -140,7 +140,7 @@ Decoding functions are heavily optimized and can directly target write-combined
  On most hardware, indexed triangle lists are the most efficient way to drive the GPU. However, in some cases triangle strips might prove beneficial:
  -- On some older GPUs, triangle strips may be a bit more efficient to decode
  +- On some older GPUs, triangle strips may be a bit more efficient to render
  - On extremely memory constrained systems, index buffers for triangle strips could save a bit of memory
  While in general usage of triangle strips is not recommended, this library provides an algorithm for converting a vertex cache optimized triangle list to a triangle strip:
  @@ -156,7 +156,7 @@ Typically you should expect triangle strips to have ~50-60% of indices compared
  While the only way to get precise performance data is to measure performance on the target GPU, it can be valuable to measure the impact of these optimization in a GPU-independent manner. To this end, the library provides analyzers for all three major optimization routines. For each optimization there is a corresponding analyze function, like `meshopt_analyzeOverdraw`, that returns a struct with statistics.
  -`meshopt_analyzeVertexCache` returns vertex cache statistics. The common metric to use is ACMR - average cache miss ratio, which is the ratio of the total number of vertex invocations to the triangle count. The worst-case ACMR is 3 (GPU has to process 3 vertices for each triangle); on regular grids the optimal ACMR approaches 0.5. On real meshes it usually is in [0.5..1.5] ratio depending on the amount of vertex splits. One other useful metric is ATVR - average transformed vertex ratio - which represents the ratio of vertex shader invocations to the total vertices, and has the best case of 1.0 regardless of mesh topology (each vertex is transformed once).
  +`meshopt_analyzeVertexCache` returns vertex cache statistics. The common metric to use is ACMR - average cache miss ratio, which is the ratio of the total number of vertex invocations to the triangle count. The worst-case ACMR is 3 (GPU has to process 3 vertices for each triangle); on regular grids the optimal ACMR approaches 0.5. On real meshes it usually is in [0.5..1.5] range depending on the amount of vertex splits. One other useful metric is ATVR - average transformed vertex ratio - which represents the ratio of vertex shader invocations to the total vertices, and has the best case of 1.0 regardless of mesh topology (each vertex is transformed once).
  `meshopt_analyzeVertexFetch` returns vertex fetch statistics. The main metric it uses is overfetch - the ratio between the number of bytes read from the vertex buffer to the total number of bytes in the vertex buffer. Assuming non-redundant vertex buffers, the best case is 1.0 - each byte is fetched once.
  