<!-- SOLIDIVISM · part 103 -->

		 * @type {string}
		 * @default NoColorSpace
		 */
		this.colorSpace = colorSpace;

		/**
		 * An object that can be used to store custom data about the texture. It
		 * should not hold references to functions as these will not be cloned.
		 *
		 * @type {Object}
		 */
		this.userData = {};

		/**
		 * This can be used to only update a subregion or specific rows of the texture (for example, just the
		 * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
		 *
		 * @type {Array<Object>}
		 */
		this.updateRanges = [];

		/**
		 * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
		 *
		 * @type {number}
		 * @readonly
		 * @default 0
		 */
		this.version = 0;

		/**
		 * A callback function, called when the texture is updated (e.g., when
		 * {@link Texture#needsUpdate} has been set to true and then the texture is used).
		 *
		 * @type {?Function}
		 * @default null
		 */
		this.onUpdate = null;

		/**
		 * An optional back reference to the textures render target.
		 *
		 * @type {?(RenderTarget|WebGLRenderTarget)}
		 * @default null
		 */
		this.renderTarget = null;

		/**
		 * Indicates whether a texture belongs to a render target or not.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default false
		 */
		this.isRenderTargetTexture = false;

		/**
		 * Indicates if a texture should be handled like a texture array.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default false
		 */
		this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;

		/**
		 * Indicates whether this texture should be processed by `PMREMGenerator` or not
		 * (only relevant for render target textures).
		 *
		 * @type {number}
		 * @readonly
		 * @default 0
		 */
		this.pmremVersion = 0;

		/**
		 * Whether the texture should use one of the 16 bit integer formats which are normalized
		 * to [0, 1] or [-1, 1] (depending on signed/unsigned) when sampled.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.normalized = false;

	}

	/**
	 * The width of the texture in pixels.
	 */
	get width() {

		return this.source.getSize( _tempVec3 ).x;

	}

	/**
	 * The height of the texture in pixels.
	 */
	get height() {

		return this.source.getSize( _tempVec3 ).y;

	}

	/**
	 * The depth of the texture in pixels.
	 */
	get depth() {

		return this.source.getSize( _tempVec3 ).z;

	}

	/**
	 * The image object holding the texture data.
	 *
	 * @type {?Object}
	 */
	get image() {

		return this.source.data;

	}

	set image( value ) {

		this.source.data = value;

	}

	/**
	 * Updates the texture transformation matrix from the properties {@link Texture#offset},
	 * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
	 */
	updateMatrix() {

		this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );

	}

	/**
	 * Adds a range of data in the data texture to be updated on the GPU.
	 *
	 * @param {number} start - Position at which to start update.
	 * @param {number} count - The number of components to update.
	 */
	addUpdateRange( start, count ) {

		this.updateRanges.push( { start, count } );

	}

	/**
	 * Clears the update ranges.
	 */
	clearUpdateRanges() {

		this.updateRanges.length = 0;

	}

	/**
	 * Returns a new texture with copied values from this instance.
	 *
	 * @return {Texture} A clone of this instance.
	 */
	clone() {

		return new this.constructor().copy( this );

	}

	/**
	 * Copies the values of the given texture to this instance.
	 *
	 * @param {Texture} source - The texture to copy.
	 * @return {Texture} A reference to this instance.
	 */
	copy( source ) {

		this.name = source.name;

		this.source = source.source;
		this.mipmaps = source.mipmaps.slice( 0 );

		this.mapping = source.mapping;
		this.channel = source.channel;

		this.wrapS = source.wrapS;
		this.wrapT = source.wrapT;

		this.magFilter = source.magFilter;
		this.minFilter = source.minFilter;

		this.anisotropy = source.anisotropy;

		this.format = source.format;
		this.internalFormat = source.internalFormat;
		this.type = source.type;
		this.normalized = source.normalized;

		this.offset.copy( source.offset );
		this.repeat.copy( source.repeat );
		this.center.copy( source.center );
		this.rotation = source.rotation;

		this.matrixAutoUpdate = source.matrixAutoUpdate;
		this.matrix.copy( source.matrix );

		this.generateMipmaps = source.generateMipmaps;
		this.premultiplyAlpha = source.premultiplyAlpha;
		this.flipY = source.flipY;
		this.unpackAlignment = source.unpackAlignment;
		this.colorSpace = source.colorSpace;

		this.renderTarget = source.renderTarget;
		this.isRenderTargetTexture = source.isRenderTargetTexture;
		this.isArrayTexture = source.isArrayTexture;

		this.userData = JSON.parse( JSON.stringify( source.userData ) );

		this.needsUpdate = true;

		return this;

	}

	/**
	 * Sets this texture's properties based on `val