isContextexFullyRestored() {
        let isRestored = true;
        for(let i = 0; i < this.renderTargets.length; i++) {
            if(!this.renderTargets[i].textures[0]._canDraw) {
                isRestored = false;
            }
            break;
        }

        if(isRestored) {
            for(let i = 0; i < this.planes.length; i++) {
                if(!this.planes[i]._canDraw) {
                    isRestored = false;
                    break;
                }
                else {
                    for(let j = 0; j < this.planes[i].textures.length; j++) {
                        if(!this.planes[i].textures[j]._canDraw) {
                            isRestored = false;
                            break;
                        }
                    }
                }
            }
        }

        if(isRestored) {
            for(let i = 0; i < this.shaderPasses.length; i++) {
                if(!this.shaderPasses[i]._canDraw) {
                    isRestored = false;
                    break;
                }
                else {
                    for(let j = 0; j < this.shaderPasses[i].textures.length; j++) {
                        if(!this.shaderPasses[i].textures[j]._canDraw) {
                            isRestored = false;
                            break;
                        }
                    }
                }
            }
        }

        return isRestored;
    }
Check that all objects and textures have been restored

     returns:
     @isRestored (bool): whether everything has been restored or not
*