B8UI; i < TextureTypes.MAX; ++i) {
                gl.viewport(viewport[i].x, viewport[i].y, viewport[i].z, viewport[i].w);
                gl.bindTexture(gl.TEXTURE_2D, textures[i]);
                gl.drawArrays(gl.TRIANGLES, 0, 6);
            }

            // Delete WebGL resources
            gl.deleteBuffer(vertexPosBuffer);
            gl.deleteBuffer(vertexTexBuffer);
            for (i = 0; i < TextureTypes.MAX; ++i) {
                gl.deleteTexture(textures[i]);
            }
            gl.del