code: public GVRTexture loadTexture(GVRAndroidResource resource,
                                    GVRTextureParameters textureParameters)
      {
          GVRTexture texture = new GVRTexture(mContext, textureParameters);
          TextureRequest request = new TextureRequest(resource, texture);
          GVRAsynchronousResourceLoader.loadTexture(mContext, mTextureCache,
                                                    request, resource, DEFAULT_PRIORITY, GVRCompressedImage.BALANCED);
          return texture;
      }
docs: Loads file placed in the assets folder, as a {@link GVRBitmapImage}
  with the user provided texture parameters.
  The bitmap is loaded asynchronously.
  <p>
  This method automatically scales large images to fit the GPU's
  restrictions and to avoid {@linkplain OutOfMemoryError out of memory
  errors.}
  
  @param resource
  A stream containing a bitmap texture. The
  {@link GVRAndroidResource} class has six constructors to
  handle a wide variety of Android resource types. Taking a
  {@code GVRAndroidResource} here eliminates six overloads.
  @param textureParameters
  The texture parameter object which has all the values that
  were provided by the user for texture enhancement. The
  {@link GVRTextureParameters} class has methods to set all the
  texture filters and wrap states. If this parameter is nullo,
  default texture parameters are used.
  @return The file as a texture, or {@code null} if the file can not be
  decoded into a Bitmap.
  @see GVRAssetLoader#getDefaultTextureParameters