Bounded rendering array reading, unhinged update thread

Added some variables to rendering package so it knew where to start
drawing on the array and didn't have to wash through the negative
coordinates to get to the draw area.  Also, unhinged the update thread
so it can update every 33ms, while also disallowing sleep for the draw
thread if the queue size is greater than 3 (triple buffering).  Allows
draw thread to "catch up" if it is behind and do another redraw.  Did
some crazy math to figure out the position of the offset and index
cordinates to prime the package too.  Uses a bit more memory now (1.3MB
clean up every 4 seconds), but worth it for performance.  Still sits at
about 3159k used while running.