<!-- NEW2 — TEST 2 · THE DISTRICT OF 800 · part 154 -->
video frame texture.
	 *
	 * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
	 * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
	 * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
	 * @param {number} [magFilter=LinearFilter] - The mag filter value.
	 * @param {number} [minFilter=LinearFilter] - The min filter value.
	 * @param {number} [format=RGBAFormat] - The texture format.
	 * @param {number} [type=UnsignedByteType] - The texture type.
	 * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
	 */
	constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

		super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isVideoFrameTexture = true;

	}

	/**
	 * This method overwritten with an empty implementation since
	 * this type of texture is updated via `setFrame()`.
	 */
	update() {}

	clone() {

		return new this.constructor().copy( this ); // restoring Texture.clone()

	}

	/**
	 * Sets the current frame of the video. This will automatically update the texture
	 * so the data can be used for rendering.
	 *
	 * @param {VideoFrame} frame - The video frame.
	 */
	setFrame( frame ) {

		this.image = frame;
		this.needsUpdate = true;

	}

}

/**
 * This class can only be used in combination with `copyFramebufferToTexture()` methods
 * of renderers. It extracts the contents of the current bound framebuffer and provides it
 * as a texture for further usage.
 *
 * ```js
 * const pixelRatio = window.devicePixelRatio;
 * const textureSize = 128 * pixelRatio;
 *
 * const frameTexture = new FramebufferTexture( textureSize, textureSize );
 *
 * // calculate start position for copying part of the frame data
 * const vector = new Vector2();
 * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
 * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
 *
 * renderer.render( scene, camera );
 *
 * // copy part of the rendered frame into the framebuffer texture
 * renderer.copyFramebufferToTexture( frameTexture, vector );
 * ```
 *
 * @augments Texture
 */
class FramebufferTexture extends Texture {

	/**
	 * Constructs a new framebuffer texture.
	 *
	 * @param {number} [width] - The width of the texture.
	 * @param {number} [height] - The height of the texture.
	 */
	constructor( width, height ) {

		super( { width, height } );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isFramebufferTexture = true;

		/**
		 * How the texture is sampled when a texel covers more than one pixel.
		 *
		 * Overwritten and set to `NearestFilter` by default to disable filtering.
		 *
		 * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
		 * @default NearestFilter
		 */
		this.magFilter = NearestFilter;

		/**
		 * How the texture is sampled when a texel covers less than one pixel.
		 *
		 * Overwritten and set to `NearestFilter` by default to disable filtering.
		 *
		 * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
		 * @default NearestFilter
		 */
		this.minFilter = NearestFilter;

		/**
		 * Whether to generate mipmaps (if possible) for a texture.
		 *
		 * Overwritten and set to `false` by default.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.generateMipmaps = false;

		this.needsUpdate = true;

	}

}

/**
 * Creates a texture based on data in compressed form.
 *
 * These texture are usually loaded with {@link CompressedTextureLoader}.
 *
 * @augments Texture
 */
class CompressedTexture extends Texture {

	/**
	 * Constructs a new compressed texture.
	 *
	 * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
	 * the data and dimensions.
	 * @param {number} width - The width of the texture.
	 * @param {number} height - The height of the texture.
	 * @param {number} [format=RGBAFormat] - The texture format.
	 * @param {number} [type=UnsignedByteType] - The texture type.
	 * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
	 * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
	 * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
	 * @param {number} [magFilter=LinearFilter] - The mag filter value.
	 * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
	 * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
	 * @param {string} [colorSpace=NoColorSpace] - The color space.
	 */
	constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFi