private static ThreadGroup StartCPU(DataType type, HeadsetModel headset, ElectrodePattern pattern, ElectrodeLayout layout, string path) { // declare colour matrix and electrodes (if needed) var matrix = new Color[headset.GetWidth(), headset.GetHeight()]; var electrodes = type == DataType.Phosphene ? pattern.GetElectrodePositions(layout) : default; // setup threadGroup var threadGroup = new ThreadGroup(); threadGroup.OnAllThreadsFinished += () => { EditorCallback.InvokeOnMainThread(() => { var asset = headset.CreateTexture(); asset.SetPixels(matrix.Flatten(false, true, true)); asset.Apply(); SaveAsset(asset, path); }); }; // generate the texture asynchronously threadGroup.ProcessArray(headset.GetWidth(), (i) => { var n = headset.GetHeight(); for (int j = 0; j < n; j++) { switch (type) { case DataType.Phosphene: matrix[i, j] = PhospheneMatrix.CalculatePoint(i, j, headset, electrodes).ToColour(); matrix[i, j] = AddRandomSeeds(matrix[i, j]); break; case DataType.Axon: matrix[i, j] = AxonMatrix.CalculatePoint(i, j, headset).Colour; break; } } }); // provide caller with threadGroup for completion statistics return(threadGroup); }