ent_preload (
ENTITY*);
Preallocates texture memory
and mesh for the given entity,
and compiles its shader (if any).
This prevents a
delay when the entity becomes visible the first time.
Parameters:
ENTITY* - entity
pointer
Speed:
Slow
Remarks:
- In a multiplayer system this function must be executed on the client side.
- For automatically preloading entities, use preload_mode.
-
For preloading an entity that you dynamically create at runtime, temporarily create, preload, and remove it already after level loading. This puts the entity model in the internal texture and mesh cache.
Example:
ent_preload(me);
See also:
ent_create,
ent_morph, ent_purge,
ptr_remove,
preload_mode
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