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Move to Bindless Textures #10

@EclipsedMango

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@EclipsedMango

stop calling glbindtexture for every slot, the gpu still has to swap texture references in its registers, this also only allows for 16-32 texture slots.

instead make it get a 64-bit gpu handle for the texture once its loaded and then pass this handle around for things like shaders, and buffers.

this removes cpu side driver overhead and removes the hard limit of 32 max textures.

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