separate native methods for creating IBL from irradiance texture and harmonics
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@@ -68,7 +68,8 @@ namespace thermion
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void Engine_flushAndWaitRenderThread(TEngine *tEngine, uint32_t requestId, VoidCallback onComplete);
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void Engine_executeRenderThread(TEngine *tEngine, uint32_t requestId, VoidCallback onComplete);
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void Engine_buildSkyboxRenderThread(TEngine *tEngine, TTexture *tTexture, void (*onComplete)(TSkybox *));
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void Engine_buildIndirectLightRenderThread(TEngine *tEngine, TTexture *tTexture, float intensity, float *harmonics, void (*onComplete)(TIndirectLight *));
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void Engine_buildIndirectLightFromIrradianceTextureRenderThread(TEngine *tEngine, TTexture *tReflectionsTexture, TTexture* tIrradianceTexture, float intensity, void (*onComplete)(TIndirectLight *));
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void Engine_buildIndirectLightFromIrradianceHarmonicsRenderThread(TEngine *tEngine, TTexture *tReflectionsTexture, float *harmonics, float intensity, void (*onComplete)(TIndirectLight *));
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void Renderer_setClearOptionsRenderThread(TRenderer *tRenderer, double clearR, double clearG, double clearB, double clearA, uint8_t clearStencil, bool clear, bool discard, uint32_t requestId, VoidCallback onComplete);
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void Renderer_beginFrameRenderThread(TRenderer *tRenderer, TSwapChain *tSwapChain, uint64_t frameTimeInNanos, void (*onComplete)(bool));
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