title: binding too much textures (more than 100) causes error
body: <p>I have a code that renders objects in obj and mtl format (android - opengl es 1.1) For small objects (few textures) I have no problem but when the number of textures exceeds 30-40, I receive this in my logcat: eglLockWindowSurface failed to map memory at...
  I load all the textures in <code>onSurfaceCreated</code> using <code>glBindTexture</code> and <code>texImage2D</code> (all to single texture unit). And bind them for drawing in <code>onDrawFrame</code></p>
  
  <p>What's the problem exactly? I searched for hours but couldn't find any solution for this situation except texture atlas. Since my company gives me the export files of blender/3dsmax I can't use this approach.
  How I can avoid this error and work with this too many textures?</p>
  
  <p>Thanks in advance.</p>