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Fixed language mistake in the documentation
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@ -17048,7 +17048,7 @@ implementation whether the allocation succeeds or fails. You can change this beh
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by using #VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT flag. With it, the allocation is
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not made if it would exceed the budget or if the budget is already exceeded.
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VMA then tries to make the allocation from the next eligible Vulkan memory type.
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The all of them fail, the call then fails with `VK_ERROR_OUT_OF_DEVICE_MEMORY`.
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If all of them fail, the call then fails with `VK_ERROR_OUT_OF_DEVICE_MEMORY`.
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Example usage pattern may be to pass the #VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT flag
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when creating resources that are not essential for the application (e.g. the texture
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of a specific object) and not to pass it when creating critically important resources
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