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,