/// <summary> /// Clears the contents of this tree node and its subtrees. /// </summary> public void Clear() { if (m_leftHashTree != null) { m_leftHashTree.Clear(); m_leftHashTree = null; } if (m_rightHashTree != null) { m_rightHashTree.Clear(); m_rightHashTree = null; } if (m_dynamicMeshCube != null) { m_dynamicMeshCube.Clear(); } if (m_meshPrefab != null) { GameObject.DestroyImmediate(m_meshPrefab); m_meshPrefab = null; } }
/// <summary> /// Clears all meshing data. /// </summary> public void Clear() { // i think this causes a thread contention because we are updating the mesh in the Update call m_isClearing = true; m_insertCount = 0; m_regenerationQueue.Clear(); m_meshStorage.Clear(); m_isClearing = false; }