refactor!: remove RenderThread methods no longer needed
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@@ -33,7 +33,7 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void capture_render_thread(TViewer *viewer, uint8_t* out, void (*onComplete)());
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EMSCRIPTEN_KEEPALIVE FilamentRenderCallback make_render_callback_fn_pointer(FilamentRenderCallback);
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EMSCRIPTEN_KEEPALIVE void set_rendering_render_thread(TViewer *viewer, bool rendering, void(*onComplete)());
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EMSCRIPTEN_KEEPALIVE void request_frame_render_thread(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void request_frame_render_thread(TViewer *viewer, void(*onComplete)());
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EMSCRIPTEN_KEEPALIVE void set_frame_interval_render_thread(TViewer *viewer, float frameInterval);
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EMSCRIPTEN_KEEPALIVE void set_background_color_render_thread(TViewer *viewer, const float r, const float g, const float b, const float a);
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EMSCRIPTEN_KEEPALIVE void clear_background_image_render_thread(TViewer *viewer);
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@@ -42,30 +42,8 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void set_tone_mapping_render_thread(TViewer *viewer, int toneMapping);
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EMSCRIPTEN_KEEPALIVE void set_bloom_render_thread(TViewer *viewer, float strength);
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EMSCRIPTEN_KEEPALIVE void load_skybox_render_thread(TViewer *viewer, const char *skyboxPath, void (*onComplete)());
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EMSCRIPTEN_KEEPALIVE void load_ibl_render_thread(TViewer *viewer, const char *iblPath, float intensity);
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EMSCRIPTEN_KEEPALIVE void remove_skybox_render_thread(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void remove_ibl_render_thread(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void add_light_render_thread(
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TViewer *viewer,
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uint8_t type,
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float colour,
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float intensity,
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float posX,
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float posY,
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float posZ,
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float dirX,
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float dirY,
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float dirZ,
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float falloffRadius,
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float spotLightConeInner,
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float spotLightConeOuter,
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float sunAngularRadius,
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float sunHaloSize,
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float sunHaloFallof,
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bool shadows,
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void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void remove_light_render_thread(TViewer *viewer, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void clear_lights_render_thread(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void load_glb_render_thread(TSceneManager *sceneManager, const char *assetPath, int numInstances, bool keepData, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_render_thread(TSceneManager *sceneManager, const uint8_t *const data, size_t length, int numInstances, bool keepData, int priority, int layer, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_gltf_render_thread(TSceneManager *sceneManager, const char *assetPath, const char *relativePath, bool keepData, void (*callback)(EntityId));
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