added some more temporary debug info
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@@ -79,6 +79,8 @@ void RendererProcessThread::ProcessLoop()
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// Main waiting condition
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wait_cond_.wait(&mutex_);
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qDebug() << this << "woke for a queued frame";
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if (cancelled_) {
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break;
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}
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@@ -109,6 +111,8 @@ void RendererProcessThread::ProcessLoop()
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bool has_hash = parent_->HasHash(hash_);
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bool can_cache = false;
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qDebug() << this << "starting background cache of frame" << path_.time().toDouble();
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if (!has_hash){
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if ((can_cache = parent_->TryCache(hash_))) {
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@@ -123,10 +127,17 @@ void RendererProcessThread::ProcessLoop()
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}
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// Get the requested value
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qDebug() << this << "starting cache of" << hash_.toHex();
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texture_ = output_to_process->get_value(path_.time()).value<RenderTexturePtr>();
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render_instance()->context()->functions()->glFinish();
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qDebug() << this << "completed cache of" << hash_.toHex();
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} else {
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qDebug() << this << "hash is in use";
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}
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} else {
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qDebug() << this << "hash" << hash_.toHex() << "exists";
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}
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foreach (Node* dep, all_deps) {
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