@@ -238,12 +238,12 @@ complex geometry.
238238
239239It should be noted that in a real world application, you're not supposed to
240240actually call ` vkAllocateMemory ` for every individual buffer. The maximum number
241- of memory allocations is limited by the ` maxMemoryAllocationCount ` physical
242- device limit, which may be as low as ` 4096 ` even on high end hardware like an
243- NVIDIA GTX 1080. The right way to allocate memory for a large number of objects
244- is to create a custom allocator that splits up a single allocation among many
245- different objects by using the ` offset ` parameters that we've seen in many
246- functions.
241+ of simultaneous memory allocations is limited by the ` maxMemoryAllocationCount `
242+ physical device limit, which may be as low as ` 4096 ` even on high end hardware
243+ like an NVIDIA GTX 1080. The right way to allocate memory for a large number of
244+ objects at the same time is to create a custom allocator that splits up a single
245+ allocation among many different objects by using the ` offset ` parameters that
246+ we've seen in many functions.
247247
248248You will currently have to write such an allocator yourself, but the author
249249expects that there will be a library at some point that can be integrated into
@@ -253,4 +253,4 @@ hitting any of these limits for now.
253253
254254[ C++ code] ( /code/staging_buffer.cpp ) /
255255[ Vertex shader] ( /code/shader_vertexbuffer.vert ) /
256- [ Fragment shader] ( /code/shader_vertexbuffer.frag )
256+ [ Fragment shader] ( /code/shader_vertexbuffer.frag )
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