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only use threaded rendering for animation frames
when not in an animation the latency reduction doesnt really matter and we save some thread overhead this way
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src/bar.c

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@@ -10,8 +10,6 @@ static pthread_t g_render_threads[MAX_RENDER_THREADS];
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static uint32_t g_used_threads = 0;
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void join_render_threads() {
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static int count = 0;
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printf("%d Threaded!\n", count++);
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for (int i = 0; i < g_used_threads; i++)
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pthread_join(g_render_threads[i], NULL);
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g_used_threads = 0;

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