use threadpool on C API
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@@ -214,6 +214,7 @@ FilamentAsset* AssetManager::getAssetByEntityId(EntityId entityId) {
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void AssetManager::updateAnimations() {
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auto now = high_resolution_clock::now();
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RenderableManager &rm = _engine->getRenderableManager();
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@@ -529,6 +530,7 @@ void AssetManager::playAnimation(EntityId e, int index, bool loop, bool reverse)
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asset.mAnimations[index+2].mStart = std::chrono::high_resolution_clock::now();
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asset.mAnimations[index+2].mLoop = loop;
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asset.mAnimations[index+2].mReverse = reverse;
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Log("new start %d", std::chrono::duration_cast<std::chrono::milliseconds>(asset.mAnimations[index+2].mStart.time_since_epoch()).count());
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asset.mAnimating = true;
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}
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