code: function(min, mag, ignoreBind) { 
  		if (min && mag) {
  			this.minFilter = min;
  			this.magFilter = mag;
  		} else 
  			this.minFilter = this.magFilter = min;
  		
  		//enforce POT rules..
  		this._checkPOT();
  
  		if (!ignoreBind)
  			this.bind();
  
  		var gl = this.gl;
  		gl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, this.minFilter);
  		gl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, this.magFilter);
  	}
docs: Sets the min and mag filter for this texture;
  if mag is undefined or falsy, then both min and mag will use the
  filter specified for min.
  
  You can use Texture.Filter constants for convenience, to avoid needing
  a GL reference.
  
  @method  setFilter
  @param {GLenum} min the minification filter
  @param {GLenum} mag the magnification filter
  @param {Boolean} ignoreBind if true, the bind will be ignored.