rename from *FFI to *RenderThread, return bool from render() to check frame timings, update render loop to wait on condition variable, add requestFrame() method
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@@ -102,7 +102,7 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE EntityId get_main_camera(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE bool set_camera(const void *const viewer, EntityId entity, const char *nodeName);
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EMSCRIPTEN_KEEPALIVE void set_view_frustum_culling(const void *const viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void render(
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EMSCRIPTEN_KEEPALIVE bool render(
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const void *const viewer,
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uint64_t frameTimeInNanos,
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void *pixelBuffer,
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@@ -225,6 +225,8 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void set_camera_lens_projection(TCamera *camera, double near, double far, double aspect, double focalLength);
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EMSCRIPTEN_KEEPALIVE void set_camera_focus_distance(TCamera *camera, float focusDistance);
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EMSCRIPTEN_KEEPALIVE void set_camera_manipulator_options(const void *const viewer, _ManipulatorMode mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed);
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EMSCRIPTEN_KEEPALIVE void Camera_setCustomProjectionWithCulling(TCamera* camera, double4x4 projectionMatrix, double4x4 projectionMatrixForCulling, double near, double far);
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EMSCRIPTEN_KEEPALIVE int hide_mesh(void *sceneManager, EntityId entity, const char *meshName);
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EMSCRIPTEN_KEEPALIVE int reveal_mesh(void *sceneManager, EntityId entity, const char *meshName);
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