diff --git a/cogl/cogl-attribute.h b/cogl/cogl-attribute.h
index f9316a661..701170779 100644
--- a/cogl/cogl-attribute.h
+++ b/cogl/cogl-attribute.h
@@ -56,10 +56,10 @@ G_BEGIN_DECLS
* @name: The name of the attribute (used to reference it from GLSL)
* @stride: The number of bytes to jump to get to the next attribute
* value for the next vertex. (Usually
- *
sizeof (MyVertex)
)
+ * sizeof (MyVertex))
* @offset: The byte offset from the start of @attribute_buffer for
* the first attribute value. (Usually
- * offsetof (MyVertex, component0)
+ * offsetof (MyVertex, component0)
* @components: The number of components (e.g. 4 for an rgba color or
* 3 for and (x,y,z) position)
* @type: FIXME
@@ -95,23 +95,22 @@ G_BEGIN_DECLS
* ]|
*
* In this case, to describe either the position or texture coordinate
- * attribute you have to move sizeof (MyVertex)
bytes to
+ * attribute you have to move sizeof (MyVertex) bytes to
* move from one vertex to the next. This is called the attribute
* @stride. If you weren't interleving attributes and you instead had
* a packed array of float x, y pairs then the attribute stride would
- * be (2 * sizeof (float))
. So the @stride is the number of
+ * be (2 * sizeof (float)). So the @stride is the number of
* bytes to move to find the attribute value of the next vertex.
*
* Normally a list of attributes starts at the beginning of an array.
- * So for the MyVertex
example above the @offset is the
- * offset inside the MyVertex
structure to the first
+ * So for the MyVertex example above the @offset is the
+ * offset inside the MyVertex structure to the first
* component of the attribute. For the texture coordinate attribute
- * the offset would be offsetof (MyVertex, s)
or instead of
- * using the offsetof macro you could use sizeof (float) * 3
.
- * If you've divided your @array into blocks of non-interleved
- * attributes then you will need to calculate the @offset as the
- * number of bytes in blocks preceding the attribute you're
- * describing.
+ * the offset would be offsetof (MyVertex, s) or instead of
+ * using the offsetof macro you could use sizeof (float) *
+ * 3. If you've divided your @array into blocks of non-interleved
+ * attributes then you will need to calculate the @offset as the number of
+ * bytes in blocks preceding the attribute you're describing.
*
* An attribute often has more than one component. For example a color
* is often comprised of 4 red, green, blue and alpha @components, and a
diff --git a/cogl/cogl-quaternion.h b/cogl/cogl-quaternion.h
index 2a0074198..7683633b0 100644
--- a/cogl/cogl-quaternion.h
+++ b/cogl/cogl-quaternion.h
@@ -59,7 +59,7 @@ G_BEGIN_DECLS
* component. The scalar component is normally referred to as w and the
* vector might either be referred to as v or a (for axis) or expanded
* with the individual components: (x, y, z) A full quaternion would
- * then be written as [w (x, y, z)]
.
+ * then be written as [w (x, y, z)].
*
* Quaternions can be considered to represent an axis and angle
* pair although sadly these numbers are buried somewhat under some