code: function setTextureTo1PixelColor(gl, tex, options) {
    options = options || defaults.textureOptions;
    const target = options.target || gl.TEXTURE_2D;
    gl.bindTexture(target, tex);
    if (options.color === false) {
      return;
    }
    // Assume it's a URL
    // Put 1x1 pixels in texture. That makes it renderable immediately regardless of filtering.
    const color = make1Pixel(options.color);
    if (target === gl.TEXTURE_CUBE_MAP) {
      for (let ii = 0; ii < 6; ++ii) {
        gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, color);
      }
    } else if (target === gl.TEXTURE_3D || target === gl.TEXTURE_2D_ARRAY) {
      gl.texImage3D(target, 0, gl.RGBA, 1, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, color);
    } else {
      gl.texImage2D(target, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, color);
    }
  }
docs: Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set
  the default texture color is used which can be set by calling `setDefaultTextureColor`.
  @param {WebGLRenderingContext} gl the WebGLRenderingContext
  @param {WebGLTexture} tex the WebGLTexture to set parameters for
  @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
  This is often the same options you passed in when you created the texture.
  @memberOf module:twgl/textures