code: function(image) {
          if (!this.isActive())
              throw "Trying to set image of texture that isn't active";
          this.width = image.width;
          this.height = image.height;
          this.size = image.width * image.height;
          this.powerOfTwo = !(
              Math.log(image.width) / Math.LN2 !==
                  Math.floor(Math.log(image.width) / Math.LN2) ||
              Math.log(image.height) / Math.LN2 !==
                  Math.floor(Math.log(image.height) / Math.LN2)
          );
          var gl = this.gl;
          gl.texImage2D(
              gl.TEXTURE_2D,
              0,
              gl.RGBA,
              gl.RGBA,
              gl.UNSIGNED_BYTE,
              image
          );
      }
docs: actually loads an image into the texture object; sets the appropriate metadata