Texture[] textures = cache.textures;
int[] counts = cache.counts;
if (Gdx.graphics.isGL20Available()) {
for (int i = 0, n = textures.length; i < n; i++) {
int count = counts[i];
<BUG>textures[i].bind();
mesh.render(shader, GL10.GL_TRIANGLES, offset, count);
</BUG>
offset += count;
}

Texture[] textures = cache.textures;
int[] counts = cache.counts;
if (Gdx.graphics.isGL20Available()) {
for (int i = 0, n = textures.length; i < n; i++) {
int count = counts[i];
textures[i].bind();
if(customShader != null) mesh.render(customShader, GL10.GL_TRIANGLES, offset, count);
else mesh.render(shader, GL10.GL_TRIANGLES, offset, count);
offset += count;
}
