From b8e57472fffa3bd6e0a0b675f4615bf0a823ec4d Mon Sep 17 00:00:00 2001 From: Adam Sawicki Date: Tue, 20 Aug 2024 10:53:41 +0200 Subject: [PATCH] Fixed language mistake in the documentation --- include/vk_mem_alloc.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/include/vk_mem_alloc.h b/include/vk_mem_alloc.h index abc9adb..ef2e147 100644 --- a/include/vk_mem_alloc.h +++ b/include/vk_mem_alloc.h @@ -17048,7 +17048,7 @@ implementation whether the allocation succeeds or fails. You can change this beh by using #VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT flag. With it, the allocation is not made if it would exceed the budget or if the budget is already exceeded. VMA then tries to make the allocation from the next eligible Vulkan memory type. -The all of them fail, the call then fails with `VK_ERROR_OUT_OF_DEVICE_MEMORY`. +If all of them fail, the call then fails with `VK_ERROR_OUT_OF_DEVICE_MEMORY`. Example usage pattern may be to pass the #VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT flag when creating resources that are not essential for the application (e.g. the texture of a specific object) and not to pass it when creating critically important resources