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Add lock around recalculateMeshPartOffsets call
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@ -1811,7 +1811,9 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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// We need to make sure we have valid offsets calculated before we can render
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if (!_calculatedMeshPartOffsetValid) {
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_mutex.lock();
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recalculateMeshPartOffsets();
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_mutex.unlock();
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}
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auto textureCache = DependencyManager::get<TextureCache>();
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