It's better to implement use of atlasing/texture array/array of textures than to optimize 64 bind te
It's better to implement use of atlasing/texture array/array of textures than to optimize 64 bind texture calls


glBindTexturesScreenList<BaseDrawable>CompositeDrawableCompositeDrawableList<ManagedDrawable>List<ManagedDrawable>RectanglePrimitiveDrawableScrollableContainerScrollableContainerScrollableContainerTextDrawableDictionary<ManagedDrawable, float>