Update documentation with a warning about memory containing garbage data not zeros
diff --git a/src/D3D12MemAlloc.h b/src/D3D12MemAlloc.h
index c7e91d2..64b1b8a 100644
--- a/src/D3D12MemAlloc.h
+++ b/src/D3D12MemAlloc.h
@@ -116,7 +116,7 @@
 

 The function also returns a new object of type D3D12MA::Allocation, created along

 with usual `ID3D12Resource`. It represents allocated memory and can be queried

-for size, offset, and `ID3D12Heap` if needed.

+for size, offset, `ID3D12Resource`, and `ID3D12Heap` if needed.

 

 \code

 D3D12_RESOURCE_DESC resourceDesc = {};

@@ -161,6 +161,11 @@
 manages its own collection of allocated memory blocks (heaps) and remembers which

 parts of them are occupied and which parts are free to be used for new resources.

 

+It is important to remember that resources created as placed don't have their memory

+initialized to zeros, but may contain garbage data, so they need to be fully initialized

+before usage, e.g. using Clear (`ClearRenderTargetView`), Discard (`DiscardResource`),

+or copy (`CopyResource`).

+

 The library also automatically handles resource heap tier.

 When `D3D12_FEATURE_DATA_D3D12_OPTIONS::ResourceHeapTier` equals `D3D12_RESOURCE_HEAP_TIER_1`,

 resources of 3 types: buffers, textures that are render targets or depth-stencil,