In the strictest sense, yes. But here clearly rendering is taking longer than 1/60s so it wouldn’t matter.
The compromise would be to always start rendering immediately rather than wait x ms, but if you detect that the previous rendering hasn’t completed when the next input has arrived then you can start debouncing before rendering until you catch up.
The compromise would be to always start rendering immediately rather than wait x ms, but if you detect that the previous rendering hasn’t completed when the next input has arrived then you can start debouncing before rendering until you catch up.