docs: function uploadBaseTextures(prepare, item)
  {
      if (item instanceof BaseTexture)
      {
          const image = item.source;
  
          // Sometimes images (like atlas images) report a size of zero, causing errors on windows phone.
          // So if the width or height is equal to zero then use the canvas size
          // Otherwise use whatever is smaller, the image dimensions or the canvas dimensions.
          const imageWidth = image.width === 0 ? prepare.canvas.width : Math.min(prepare.canvas.width, image.width);
          const imageHeight = image.height === 0 ? prepare.canvas.height : Math.min(prepare.canvas.height, image.height);
  
          // Only a small subsections is required to be drawn to have the whole texture uploaded to the GPU
          // A smaller draw can be faster.
          prepare.ctx.drawImage(image, 0, 0, imageWidth, imageHeight, 0, 0, prepare.canvas.width, prepare.canvas.height);
  
          return true;
      }
  
      return false;
  }