+ Bind texture
* SetShader fix param
* ShaderProgram.Bind / Unbind fix through Render.SetShader() rather than gl.UseProgram
+ Default.Init / Deinit calls in Core.Init / Deinit
+ Render.SetShader implementation
+ Render.DrawTriangles part implementation
+ Texture load now has log info on start and end
+ Texture Combine mode set up on texture load
+ Texture.Bind added