I have a Spine animaton for the main character in the game. Here I am replacing attachments and their respective texture at runtime in order to let the user customise their character.
However when I replace the textures these attachments now have individual textures rather than all from a shared atlas. This causes the webgl renderer to have an additional draw call for each attachment.
Is there some way to instruct the spine webgl rendered to batch these draw calls as it would when its rendering from sprite atlas? The device I am rendering on supports multiple texture units and i see phaser in other scenarios batching draws for multiple texture units.
Or, would I have to re-pack all the users customised textures into the same texture atlas as animation originally was based on?