okay it works now but is is way too slow.

depending on the amount of blit_to_texture (after binding the target
texture) this takes 0,2 to 0,25 seconds for 200-250 blits.

i assume this is because i store the animation frames as
AbstractImages so that the blit_to_texture method of ImageData is
called which does a lot of gl stuff before it calls glTexSubImage2D.

is this the right way to blit the AbstractImage into my texture? it
has to as having a texture to blit from wouldnt make any sense at all.

next i will try to rewrite the ImageData's blit_to_texture method for
my needs which will hopefully increase performance :(
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