Cleanup allocated memory.
public void Dispose() { ListPool<Vector3>.Release(this.m_Positions); ListPool<Color32>.Release(this.m_Colors); ListPool<Vector2>.Release(this.m_Uv0S); ListPool<Vector2>.Release(this.m_Uv1S); ListPool<Vector3>.Release(this.m_Normals); ListPool<Vector4>.Release(this.m_Tangents); ListPool<int>.Release(this.m_Indices); this.m_Positions = null; this.m_Colors = null; this.m_Uv0S = null; this.m_Uv1S = null; this.m_Normals = null; this.m_Tangents = null; this.m_Indices = null; }
static public int Dispose(IntPtr l) { try { UnityEngine.UI.VertexHelper self = (UnityEngine.UI.VertexHelper)checkSelf(l); self.Dispose(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }