* @param[out] useElapsedTime If true when returned, then the actual elapsed time will be used for animation.
* If false when returned, then there should NOT be any animation progression in the next Update.
* @param[in] updateRequired Whether another update is required.
- * @param[out] timeToSleepUntil The time in nanoseconds to put the thread to sleep until.
+ * @param[out] timeToSleepUntil The time remaining in nanoseconds to keep the thread sleeping before resuming.
* @return false, if the thread should stop.
*/
bool UpdateRenderReady( bool& useElapsedTime, bool updateRequired, uint64_t& timeToSleepUntil );