code: function( width, height, data ){
      var gl = this.gl;
  
      this.width  = width;
      this.height = height;
  
      data = data || null;
  
      gl.bindTexture( T2D, this.id );
      gl.texImage2D( T2D, 0, this.internal, width, height, 0, this.format, this.type, data );
    }
docs: Allocate texture to the given size, with optional data (TypedArray) and data type
  @param {number} width     the new texture's width
  @param {number} height    the new texture's height
  @param {TypedArray} [data=null]  TypedArray of texture data, can be null
  @param {GLenum} [dataType=GL_UNSIGNED_BYTE] can be gl.UNSIGNED_BYTE, gl.FLOAT, half.HALF_FLOAT_OES etc depending on available extensions