code: function( gl, v, renderer ) {
  
  			var n = v.length,
  				units = allocTexUnits( renderer, n );
  
  			gl.uniform1iv( this.addr, units );
  
  			for ( var i = 0; i !== n; ++ i ) {
  
  				renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
  
  			}
  
  		}
docs: --- Base for inner nodes (including the root) ---