super HashSet[Sprite]
# Map texture then static vs dynamic to a `SpriteContext`
- var contexts_map = new HashMap2[GamnitRootTexture, Bool, SpriteContext]
+ var contexts_map = new HashMap2[RootTexture, Bool, SpriteContext]
# Contexts in `contexts_map`
var contexts_items = new Array[SpriteContext]
# Context config and state
# Only root texture drawn by this context
- var texture: nullable GamnitRootTexture
+ var texture: nullable RootTexture
# OpenGL ES usage of `buffer_array` and `buffer_element`
var usage: GLBufferUsage