add option for async loading glTF resources
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@@ -92,7 +92,7 @@ namespace thermion
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/// @return an Entity representing the FilamentAsset associated with the loaded FilamentAsset.
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///
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EntityId loadGlb(const char *uri, int numInstances, bool keepData);
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EntityId loadGlbFromBuffer(const uint8_t *data, size_t length, int numInstances = 1, bool keepData = false, int priority = 4, int layer = 0);
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EntityId loadGlbFromBuffer(const uint8_t *data, size_t length, int numInstances = 1, bool keepData = false, int priority = 4, int layer = 0, bool loadResourcesAsync = false);
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EntityId createInstance(EntityId entityId);
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void remove(EntityId entity);
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@@ -202,7 +202,7 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE TCamera* SceneManager_findCameraByName(TSceneManager* tSceneManager, EntityId entity, const char* name);
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EMSCRIPTEN_KEEPALIVE void SceneManager_setVisibilityLayer(TSceneManager *tSceneManager, EntityId entity, int layer);
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EMSCRIPTEN_KEEPALIVE TScene* SceneManager_getScene(TSceneManager *tSceneManager);
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EMSCRIPTEN_KEEPALIVE EntityId SceneManager_loadGlbFromBuffer(TSceneManager *sceneManager, const uint8_t *const, size_t length, bool keepData, int priority, int layer);
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EMSCRIPTEN_KEEPALIVE EntityId SceneManager_loadGlbFromBuffer(TSceneManager *sceneManager, const uint8_t *const, size_t length, bool keepData, int priority, int layer, bool loadResourcesAsync);
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EMSCRIPTEN_KEEPALIVE bool SceneManager_setMorphAnimation(
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TSceneManager *sceneManager,
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EntityId entity,
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@@ -52,7 +52,7 @@ extern "C"
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void load_skybox_render_thread(TViewer *viewer, const char *skyboxPath, void (*onComplete)());
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void remove_skybox_render_thread(TViewer *viewer);
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void SceneManager_loadGlbFromBufferRenderThread(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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void SceneManager_loadGlbFromBufferRenderThread(TSceneManager *sceneManager, const uint8_t *const data, size_t length, int numInstances, bool keepData, int priority, int layer, bool loadResourcesAsync, void (*callback)(EntityId));
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void load_glb_render_thread(TSceneManager *sceneManager, const char *assetPath, int numInstances, bool keepData, void (*callback)(EntityId));
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void load_gltf_render_thread(TSceneManager *sceneManager, const char *assetPath, const char *relativePath, bool keepData, void (*callback)(EntityId));
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void create_instance_render_thread(TSceneManager *sceneManager, EntityId entityId, void (*callback)(EntityId));
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