<!-- SOLIDIVISM · part 102 -->
ype {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
		 * @default ClampToEdgeWrapping
		 */
		this.wrapS = wrapS;

		/**
		 * This defines how the texture is wrapped horizontally and corresponds to
		 * *V* in UV mapping.
		 *
		 * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
		 * @default ClampToEdgeWrapping
		 */
		this.wrapT = wrapT;

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

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

		/**
		 * The number of samples taken along the axis through the pixel that has the
		 * highest density of texels. By default, this value is `1`. A higher value
		 * gives a less blurry result than a basic mipmap, at the cost of more
		 * texture samples being used.
		 *
		 * @type {number}
		 * @default Texture.DEFAULT_ANISOTROPY
		 */
		this.anisotropy = anisotropy;

		/**
		 * The format of the texture.
		 *
		 * @type {number}
		 * @default RGBAFormat
		 */
		this.format = format;

		/**
		 * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
		 * defines how the texture data is going to be stored on the GPU.
		 *
		 * This property allows to overwrite the default format.
		 *
		 * @type {?string}
		 * @default null
		 */
		this.internalFormat = null;

		/**
		 * The data type of the texture.
		 *
		 * @type {number}
		 * @default UnsignedByteType
		 */
		this.type = type;

		/**
		 * How much a single repetition of the texture is offset from the beginning,
		 * in each direction U and V. Typical range is `0.0` to `1.0`.
		 *
		 * @type {Vector2}
		 * @default (0,0)
		 */
		this.offset = new Vector2( 0, 0 );

		/**
		 * How many times the texture is repeated across the surface, in each
		 * direction U and V. If repeat is set greater than `1` in either direction,
		 * the corresponding wrap parameter should also be set to `RepeatWrapping`
		 * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
		 *
		 * @type {Vector2}
		 * @default (1,1)
		 */
		this.repeat = new Vector2( 1, 1 );

		/**
		 * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
		 * to the center of the texture. Default is `(0, 0)`, the lower left.
		 *
		 * @type {Vector2}
		 * @default (0,0)
		 */
		this.center = new Vector2( 0, 0 );

		/**
		 * How much the texture is rotated around the center point, in radians.
		 * Positive values are counter-clockwise.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.rotation = 0;

		/**
		 * Whether to update the texture's uv-transformation {@link Texture#matrix}
		 * from the properties {@link Texture#offset}, {@link Texture#repeat},
		 * {@link Texture#rotation}, and {@link Texture#center}.
		 *
		 * Set this to `false` if you are specifying the uv-transform matrix directly.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.matrixAutoUpdate = true;

		/**
		 * The uv-transformation matrix of the texture.
		 *
		 * @type {Matrix3}
		 */
		this.matrix = new Matrix3();

		/**
		 * Whether to generate mipmaps (if possible) for a texture.
		 *
		 * Set this to `false` if you are creating mipmaps manually.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.generateMipmaps = true;

		/**
		 * If set to `true`, the alpha channel, if present, is multiplied into the
		 * color channels when the texture is uploaded to the GPU.
		 *
		 * Note that this property has no effect when using `ImageBitmap`. You need to
		 * configure premultiply alpha on bitmap creation instead.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.premultiplyAlpha = false;

		/**
		 * If set to `true`, the texture is flipped along the vertical axis when
		 * uploaded to the GPU.
		 *
		 * Note that this property has no effect when using `ImageBitmap`. You need to
		 * configure the flip on bitmap creation instead.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.flipY = true;

		/**
		 * Specifies the alignment requirements for the start of each pixel row in memory.
		 * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
		 * `4` (word-alignment), and `8` (rows start on double-word boundaries).
		 *
		 * @type {number}
		 * @default 4
		 */
		this.unpackAlignment = 4;	// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)

		/**
		 * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
		 *