add BT_SetTerminate to all threads
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@@ -674,6 +674,7 @@ void App::dialog_timelapse_export()
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void App::dialog_export_mp4()
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{
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std::thread([this] {
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BT_SetTerminate();
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const int video_width = 1024;
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const int video_height = 512;
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const int video_frames = 500;
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@@ -1897,6 +1897,7 @@ void Canvas::export_depth(std::string file_name, std::function<void()> on_comple
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if (App::I->check_license())
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{
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std::thread t([=] {
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BT_SetTerminate();
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export_depth_thread(file_name);
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if (on_complete)
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on_complete();
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@@ -780,6 +780,7 @@ LRESULT CALLBACK splash_proc(HWND hWndDlg, UINT Msg, WPARAM wParam, LPARAM lPara
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HWND splash_dialog;
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void splash_thread_loop()
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{
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BT_SetTerminate();
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splash_dialog = CreateDialog(hInst, MAKEINTRESOURCE(IDD_SPLASH), NULL, reinterpret_cast<DLGPROC>(splash_proc));
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MSG msg;
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@@ -841,6 +841,8 @@ bool NodePanelBrushPreset::export_ppbr(const std::string& path_in, const PPBRInf
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bool NodePanelBrushPreset::import_ppbr(const std::string& path)
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{
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BT_SetTerminate();
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Asset f;
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if (f.open(path.c_str()))
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{
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@@ -126,6 +126,7 @@ void NodePanelGrid::init_controls()
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if (ShaderManager::ext_float32 || ShaderManager::ext_float16)
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{
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std::thread([this] {
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BT_SetTerminate();
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bake_uvs();
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m_hm_shading->set_index(3);
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m_shade_mode = ShadeMode::Textured;
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@@ -706,6 +706,7 @@ void parallel_for(size_t nb_elements, std::function<void(size_t i)> functor, boo
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{
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size_t start = i * batch_size;
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my_threads[i] = std::thread([functor, start, batch_size]() {
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BT_SetTerminate();
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for (size_t j = start; j < start + batch_size; j++)
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functor(j);
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});
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