@jcl:
1) "Of course ent_remove is slower than ent_morph because ent_remove releases the clone, which is just what you asked for."
leads to==>
ent = ent_create(ent);
ent_clone(ent);
ent_morph(ent,..)
ent_clone(ent);
ent_morph(ent,..);
ent_clone(ent);
ent_remove(ent);
So this will result in a memory leak (As Morph does NOT release the cloned memory and ent_remove will release most probably only the last vertex buffer)? In this case I think it should be mentioned that the morph and clone instruction should not be used on the same entity..
(or is ent_remove "smart" enough to detect all cloned previous buffers?)
2) Is it possible to do release the mesh and the corresponding vertex / index buffer (returned by ent_getmesh) for non animated entities on your own?