public static TiledTextureRegion CreateTiledFromResource(Texture pTexture, Context pContext, int pDrawableResourceID, int pTexturePositionX, int pTexturePositionY, int pTileColumns, int pTileRows)
        {
            ITextureSource textureSource = new ResourceTextureSource(pContext, pDrawableResourceID);

            return(TextureRegionFactory.CreateTiledFromSource(pTexture, textureSource, pTexturePositionX, pTexturePositionY, pTileColumns, pTileRows));
        }
        public static TextureRegion CreateFromResource(Texture pTexture, Context pContext, int pDrawableResourceID, int pTexturePositionX, int pTexturePositionY)
        {
            ITextureSource textureSource = new ResourceTextureSource(pContext, pDrawableResourceID);

            return(TextureRegionFactory.CreateFromSource(pTexture, textureSource, pTexturePositionX, pTexturePositionY));
        }
        public static TextureRegion CreateFromResource(BuildableTexture pBuildableTexture, Context pContext, int pDrawableResourceID)
        {
            ITextureSource textureSource = new ResourceTextureSource(pContext, pDrawableResourceID);

            return(TextureRegionFactory.CreateFromSource(pBuildableTexture, textureSource));
        }
        public static TiledTextureRegion CreateTiledFromAsset(Texture pTexture, Context pContext, String pAssetPath, int pTexturePositionX, int pTexturePositionY, int pTileColumns, int pTileRows)
        {
            ITextureSource textureSource = new AssetTextureSource(pContext, TextureRegionFactory.sAssetBasePath + pAssetPath);

            return(TextureRegionFactory.CreateTiledFromSource(pTexture, textureSource, pTexturePositionX, pTexturePositionY, pTileColumns, pTileRows));
        }
        // ===========================================================
        // Methods using BuildableTexture
        // ===========================================================

        public static TextureRegion CreateFromAsset(BuildableTexture pBuildableTexture, Context pContext, String pAssetPath)
        {
            ITextureSource textureSource = new AssetTextureSource(pContext, TextureRegionFactory.sAssetBasePath + pAssetPath);

            return(TextureRegionFactory.CreateFromSource(pBuildableTexture, textureSource));
        }