ture;
				const forcePowerOfTwo = params.powerOfTwo;

				// TODO: Add an option to enable or not forced power of two and regenerating this texture

				texture.minFilter = THREE.NearestMipMapNearestFilter;
				texture.generateMipMaps = true;

				// const b = 255;
				// texture = new THREE.DataTexture(
				// 	new Uint8Array([
				// 		b, 0, 0, 0, b, 0, 0, 0, b, b, b, b,
				// 		0, 0, 0, b, 0, 0, b, b, 0, 0, b, 0,
				// 		b, b, b, b, 0, b, b, b, 0, 0, b, b,
				// 		0, 0, 0, b, b, 0, 0, b, b, b, 0, 0
		