private ITextureHandle RegisterNewTexture(WritableCubeMap texture) { // Configure newly created TextureHandle to reflect Texture's properties on GPU (allocate buffers) ITextureHandle textureHandle = _renderContextImp.CreateTexture(texture); // Setup handler to observe changes of the texture data and dispose event (deallocation) texture.TextureChanged += TextureChanged; _identifierToTextureHandleDictionary.Add(texture.SessionUniqueIdentifier, textureHandle); return(textureHandle); }