| Parameter | Description |
|---|---|
| vertexCount | The number of vertices to allocate. The maximum is 65535 (or UInt16.MaxValue). |
| indexCount | The number of triangle list indices to allocate. Each 3 indices represent one triangle, so this value should be multiples of 3. |
| vertices | The returned vertices. |
| indices | The returned indices. |
Allocates the specified number of vertices and indices from a temporary allocator.
You can only call this method during the mesh generation phase of the panel and shouldn't use it beyond.
Allocates a temporary UIMesh with mandatory vertex+index storage and one extras slice per channel set in .
Pass = 0 to skip the vertex (and extras) allocation, or
= 0 to skip the index allocation, so callers can mix-and-match
(e.g. allocate indices once and reuse them across draws by stitching them into multiple
UIMesh values).
Channels not requested are returned as default (empty) slices; the renderer treats those as
"channel not provided" and zero-fills them at draw time. Use only during the mesh generation phase.