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Add multitexturing to adjacent-merge draw batcher
Historically we broke up draw batches by texture, viewport or blend mode. If any of those changed, a new batch was opened and the previous one was submitted to the GPU as it could no longer be appended to without violating ordering constraints. This commit adds a vertex attribute used to select among a set of textures, limited by the maximum texture sampler count the OpenGL ES implementation supports. As long as no more than that many textures are used in adjacent draw calls they can all be merged into a single draw call. With an implementation that supports 16 texture samplers, a typical passive skill tree can be drawn in around six draw calls with correct draw ordering.
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