Fix incorrect textures being rendered #29
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as far as i can tell the previous hashing should work but it didn't and this works.
this may break batching, not sure
unfortunately it does seem to break batching, not sure why...
for reference

this is the GL call that draws all of them at once with a batched material (commit right before yours), saving a lot of the frametime
ah i see why it didn't batch, the material's value is a pointer to memory and it's got different memory locations despite an equivalent value
being replaced with bevy which has inbuilt material batching
Pull request closed