More imrovements and additions in documentation.
diff --git a/src/D3D12MemAlloc.h b/src/D3D12MemAlloc.h
index 232d06c..7ac8cf2 100644
--- a/src/D3D12MemAlloc.h
+++ b/src/D3D12MemAlloc.h
@@ -812,17 +812,21 @@
 

     /** \brief Returns offset in bytes from the start of memory heap.

 

-    If the Allocation represents committed resource with implicit heap, returns 0.

-

     You usually don't need to use this offset. If you create a buffer or a texture together with the allocation using function

     D3D12MA::Allocator::CreateResource, functions that operate on that resource refer to the beginning of the resource,

     not entire memory heap.

+

+    If the Allocation represents committed resource with implicit heap, returns 0.

     */

     UINT64 GetOffset() const;

 

-    /** \brief Returns size in bytes of the resource.

+    /** \brief Returns size in bytes of the allocation.

 

-    Works also with committed resources.

+    - If you created a buffer or a texture together with the allocation using function D3D12MA::Allocator::CreateResource,

+      this is the size of the resource returned by `ID3D12Device::GetResourceAllocationInfo`.

+    - For allocations made out of bigger memory blocks, this also is the size of the memory region assigned exclusively to this allocation.

+    - For resources created as committed, this value may not be accurate. DirectX implementation may optimize memory usage internally

+      so that you may even observe regions of `ID3D12Resource::GetGPUVirtualAddress()` + Allocation::GetSize() to overlap in memory and still work correctly.

     */

     UINT64 GetSize() const { return m_Size; }