/// <summary>
        /// Draw a texture, determined by its name.
        /// </summary>
        /// <param name="location">Location where to draw the texture</param>
        /// <param name="textureName">Name identifying the texture</param>
        /// <param name="angle">Rotation angle for the texture</param>
        /// <param name="size">Size of the texture in world-meters</param>
        /// <param name="minPixelSize">Minimum size in pixels, to make sure you always see something</param>
        /// <param name="maxPixelSize">Maximum size in pixels, to make sure icons are not becoming too big</param>
        /// <param name="color">Color you want the simple texture to have</param>
        public void DrawTexture(WorldLocation location, string textureName, float size, int minPixelSize, int maxPixelSize, Color color, float angle)
        {
            if (OutOfArea(location))
            {
                return;
            }
            float pixelSize = (float)Math.Min(Math.Max(GetWindowSize(size), minPixelSize), maxPixelSize);

            BasicShapes.DrawTexture(GetWindowVector(location), textureName, angle, pixelSize, color, false);
        }
        /// <summary>
        /// Draw a texture, determined by its name, with possible flipping
        /// </summary>
        /// <param name="location">Location where to draw the texture</param>
        /// <param name="textureName">Name identifying the texture</param>
        /// <param name="angle">Rotation angle for the texture</param>
        /// <param name="size">Size of the texture in world-meters</param>
        ///<param name="flip">Whether the texture needs to be flipped (vertically)</param>
        public void DrawTexture(WorldLocation location, string textureName, float size, float angle, bool flip)
        {
            if (OutOfArea(location))
            {
                return;
            }
            float pixelSize = GetWindowSize(size);

            BasicShapes.DrawTexture(GetWindowVector(location), textureName, angle, pixelSize, Color.White, flip);
        }