<!-- NEW7 — TEST 7 · THE WOVEN CITY · part 437 -->
nderTargetProperties.__webglFramebuffer );
				state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, dstRenderTargetProperties.__webglFramebuffer );

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

					// if the source or destination are a 3d target then a layer needs to be bound
					if ( isSrc3D ) {

						_gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( srcTexture ).__webglTexture, srcLevel, minZ + i );
						_gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( dstTexture ).__webglTexture, dstLevel, dstZ + i );

					}

					_gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.DEPTH_BUFFER_BIT, _gl.NEAREST );

				}

				state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
				state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );

			} else if ( srcLevel !== 0 || srcTexture.isRenderTargetTexture || properties.has( srcTexture ) ) {

				// get the appropriate frame buffers
				const srcTextureProperties = properties.get( srcTexture );
				const dstTextureProperties = properties.get( dstTexture );

				// bind the frame buffer targets
				state.bindFramebuffer( _gl.READ_FRAMEBUFFER, _srcFramebuffer );
				state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, _dstFramebuffer );

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

					// assign the correct layers and mip maps to the frame buffers
					if ( isSrc3D ) {

						_gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, srcTextureProperties.__webglTexture, srcLevel, minZ + i );

					} else {

						_gl.framebufferTexture2D( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, srcTextureProperties.__webglTexture, srcLevel );

					}

					if ( isDst3D ) {

						_gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, dstTextureProperties.__webglTexture, dstLevel, dstZ + i );

					} else {

						_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, dstTextureProperties.__webglTexture, dstLevel );

					}

					// copy the data using the fastest function that can achieve the copy
					if ( srcLevel !== 0 ) {

						_gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.COLOR_BUFFER_BIT, _gl.NEAREST );

					} else if ( isDst3D ) {

						_gl.copyTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ + i, minX, minY, width, height );

					} else {

						_gl.copyTexSubImage2D( glTarget, dstLevel, dstX, dstY, minX, minY, width, height );

					}

				}

				// unbind read, draw buffers
				state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
				state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );

			} else {

				if ( isDst3D ) {

					// copy data into the 3d texture
					if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {

						_gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data );

					} else if ( dstTexture.isCompressedArrayTexture ) {

						_gl.compressedTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, image.data );

					} else {

						_gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image );

					}

				} else {

					// copy data into the 2d texture
					if ( srcTexture.isDataTexture ) {

						_gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data );

					} else if ( srcTexture.isCompressedTexture ) {

						_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data );

					} else {

						_gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image );

					}

				}

			}

			// reset values
			state.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
			state.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
			state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
			state.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
			state.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );

			// Generate mipmaps only when copying level 0
			if ( dstLevel === 0 && dstTexture.generateMipmaps ) {

				_gl.generateMipmap( glTarget );

			}

			state.unbindTexture();

		};

		/**
		 * Initializes the given WebGLRenderTarget memory. Useful for initializing a render target so data
		 * can be copied into it using {@link WebGLRenderer#copyTextureToTexture} before it has been
		 * rendered to.
		 *
		 * @param {WebGLRenderTarget} target - The render target.
		 */
		this.initRenderTarget = function ( target ) {

			if ( properties.get( target ).__webglFramebuffer === undefined ) {

				textures.setupRenderTarget( target );

			}

		};

		/**
		 * Initializes the given texture. Useful for preloading a texture rather than waiting until first
		 * render (which can cause noticeable lags d