/// <summary> /// Create an upload from a <see cref="TextureUpload"/>. This is the preferred method. /// </summary> /// <param name="image">The texture to upload.</param> public TextureUpload(Image <Rgba32> image) { this.image = image; if (image.Width > GLWrapper.MaxTextureSize || image.Height > GLWrapper.MaxTextureSize) { throw new TextureTooLargeForGLException(); } pixelMemory = image.CreateReadOnlyPixelMemory(); }