We currently render everything non-batched which is quite slow, and to allow for batching we'll need to switch from individual texture files to a texture atlas.
Implemented caching of Materials rather than Textures. Assigning a texture at runtime generates a unique material, but assigning materials is fine and can be batched
We currently render everything non-batched which is quite slow, and to allow for batching we'll need to switch from individual texture files to a texture atlas.