Ahh yes, I can add a value to the load function such as; tpLoadTreed(file, collision, state)
Whereas the 'state' would be the initial load in rate, 0 would be normal and 1 would be an instant load.
As I had mentioned before the system was developed for high tree counts, maps consisting of several thousands of trees would normally cause huge load times at start up. So the method it now uses gets around this issue as it does not actually load the tree, it caches one copy ( instance ) of the tree and distributes it accordingly. This allows maps to have virtually ten of thousands of trees without any noticeable loadtime delays.
Whereas the 'state' would be the initial load in rate, 0 would be normal and 1 would be an instant load.
As I had mentioned before the system was developed for high tree counts, maps consisting of several thousands of trees would normally cause huge load times at start up. So the method it now uses gets around this issue as it does not actually load the tree, it caches one copy ( instance ) of the tree and distributes it accordingly. This allows maps to have virtually ten of thousands of trees without any noticeable loadtime delays.