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:

Example:

ent_preload(me); 

See also:

ent_create, ent_morph, ent_purge, ptr_remove, preload_mode

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