private void InitMeshData(ref MeshData meshData, GraphInfo graphInfo) { var parameters = UIVertexData.AllocateVertexDescriptor(Allocator.Temp); meshData.SetVertexBufferParams(graphInfo.renderBoxCount * 4, parameters); meshData.SetIndexBufferParams(graphInfo.renderBoxCount * 6, UnityEngine.Rendering.IndexFormat.UInt16); meshData.subMeshCount = graphInfo.MeshCount; }