<!-- AVATAR-FORGE · part 148 -->
ffer[ i ] );

					const glFormat = utils.convert( texture.format, texture.colorSpace );
					const glType = utils.convert( texture.type );
					const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true );
					const samples = getRenderTargetSamples( renderTarget );
					_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );

					_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );

				}

				_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );

				if ( renderTarget.depthBuffer ) {

					renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
					setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );

				}

				state.bindFramebuffer( _gl.FRAMEBUFFER, null );

			}

		}

		// Setup color buffer

		if ( isCube ) {

			state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
			setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture );

			for ( let i = 0; i < 6; i ++ ) {

				if ( texture.mipmaps && texture.mipmaps.length > 0 ) {

					for ( let level = 0; level < texture.mipmaps.length; level ++ ) {

						setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level );

					}

				} else {

					setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 );

				}

			}

			if ( textureNeedsGenerateMipmaps( texture ) ) {

				generateMipmap( _gl.TEXTURE_CUBE_MAP );

			}

			state.unbindTexture();

		} else if ( isMultipleRenderTargets ) {

			for ( let i = 0, il = textures.length; i < il; i ++ ) {

				const attachment = textures[ i ];
				const attachmentProperties = properties.get( attachment );

				state.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );
				setTextureParameters( _gl.TEXTURE_2D, attachment );
				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 );

				if ( textureNeedsGenerateMipmaps( attachment ) ) {

					generateMipmap( _gl.TEXTURE_2D );

				}

			}

			state.unbindTexture();

		} else {

			let glTextureType = _gl.TEXTURE_2D;

			if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {

				glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;

			}

			state.bindTexture( glTextureType, textureProperties.__webglTexture );
			setTextureParameters( glTextureType, texture );

			if ( texture.mipmaps && texture.mipmaps.length > 0 ) {

				for ( let level = 0; level < texture.mipmaps.length; level ++ ) {

					setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level );

				}

			} else {

				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 );

			}

			if ( textureNeedsGenerateMipmaps( texture ) ) {

				generateMipmap( glTextureType );

			}

			state.unbindTexture();

		}

		// Setup depth and stencil buffers

		if ( renderTarget.depthBuffer ) {

			setupDepthRenderbuffer( renderTarget );

		}

	}

	function updateRenderTargetMipmap( renderTarget ) {

		const textures = renderTarget.textures;

		for ( let i = 0, il = textures.length; i < il; i ++ ) {

			const texture = textures[ i ];

			if ( textureNeedsGenerateMipmaps( texture ) ) {

				const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
				const webglTexture = properties.get( texture ).__webglTexture;

				state.bindTexture( target, webglTexture );
				generateMipmap( target );
				state.unbindTexture();

			}

		}

	}

	const invalidationArrayRead = [];
	const invalidationArrayDraw = [];

	function updateMultisampleRenderTarget( renderTarget ) {

		if ( renderTarget.samples > 0 ) {

			if ( useMultisampledRTT( renderTarget ) === false ) {

				const textures = renderTarget.textures;
				const width = renderTarget.width;
				const height = renderTarget.height;
				let mask = _gl.COLOR_BUFFER_BIT;
				const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
				const renderTargetProperties = properties.get( renderTarget );
				const isMultipleRenderTargets = ( textures.length > 1 );

				// If MRT we need to remove FBO attachments
				if ( isMultipleRenderTargets ) {

					for ( let i = 0; i < textures.length; i ++ ) {

						state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
						_gl.framebufferRende