Commit 5acb4b70ab189a1745433ea30cf8ee1388875789

Ryan C. Gordon 2022-03-26T08:50:25

README-windows: Wordwrap text file. This makes for easier reading outside of a formal Markdown viewer.

diff --git a/docs/README-windows.md b/docs/README-windows.md
index 53158d3..4287491 100644
--- a/docs/README-windows.md
+++ b/docs/README-windows.md
@@ -2,40 +2,46 @@
 
 ## OpenGL ES 2.x support
 
-SDL has support for OpenGL ES 2.x under Windows via two alternative 
-implementations. 
+SDL has support for OpenGL ES 2.x under Windows via two alternative
+implementations.
 
-The most straightforward method consists in running your app in a system with 
-a graphic card paired with a relatively recent (as of November of 2013) driver 
-which supports the WGL_EXT_create_context_es2_profile extension. Vendors known 
+The most straightforward method consists in running your app in a system with
+a graphic card paired with a relatively recent (as of November of 2013) driver
+which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
 to ship said extension on Windows currently include nVidia and Intel.
 
-The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
-If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
-extension is found, SDL will try to load the libEGL.dll library provided by
-ANGLE.
+The other method involves using the
+[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x
+context is requested and no WGL_EXT_create_context_es2_profile extension is
+found, SDL will try to load the libEGL.dll library provided by ANGLE.
 
 To obtain the ANGLE binaries, you can either compile from source from
-https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
-a recent Chrome/Chromium install for Windows. The files you need are:
+https://chromium.googlesource.com/angle/angle or copy the relevant binaries
+from a recent Chrome/Chromium install for Windows. The files you need are:
 
 - libEGL.dll
 - libGLESv2.dll
-- d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
+- d3dcompiler_46.dll (supports Windows Vista or later, better shader
+  compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
     
 If you compile ANGLE from source, you can configure it so it does not need the
-d3dcompiler_* DLL at all (for details on this, see their documentation). 
+d3dcompiler_* DLL at all (for details on this, see their documentation).
 However, by default SDL will try to preload the d3dcompiler_46.dll to
-comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
-support Windows XP) or to skip this step at all, you can use the 
-SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
+comply with ANGLE's requirements. If you wish SDL to preload
+d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you
+can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more
+details).
 
 Known Bugs:
-    
+
 - SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
   that there's a bug in the library which prevents the window contents from
   refreshing if this is set to anything other than the default value.
   
 ## Vulkan Surface Support
 
-Support for creating Vulkan surfaces is configured on by default. To disable it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to use Vulkan graphics in your application.
+Support for creating Vulkan surfaces is configured on by default. To disable
+it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You
+must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to
+use Vulkan graphics in your application.
+