pGenerator();
				mipMapper.update( texture, nearestTarget, renderer, forcePowerOfTwo );
				mipMapper.update( texture, linearTarget, renderer, forcePowerOfTwo );

				// render original targets
				const copyQuad = mipMapper._copyQuad;
				copyQuad.material.uniforms.tDiffuse.value = texture;
				copyQuad.camera.setViewOffset( 1, 1, 0, 0, 1, 1 );

				renderer.setRenderTarget( null );

				// dipose
				mipMapper.dispose();

				fullPlane.material.map = nearestTarget.texture;
				fullPlane.material.needsUpd