anchor.diff:    ..clamp = true
     ..mipmap = false
     ..shadow = true;
  -  //..SetFilterNearest();
  +//..SetFilterNearest();
   
   bool IsCubeChildTextureType(int t) {
     switch (t) {
  
positive.code:   }
  }
  
  final List<int> _kCubeModifier = [
    GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
    GL_TEXTURE_CUBE_MAP_POSITIVE_X,
    GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
  
negative.code:   Texture(this._cgl, this._textureType, this._url, this.properties)
        : _texture = _cgl.createTexture();
  
    void CopyFromFramebuffer2D(int x, int y, int w, int h) {
      _cgl.bindTexture(_textureType, _texture);
      _cgl.copyTexImage2D(_textureType, 0, GL_RGBA, x, y, w, h);
      Install();
    }
  
    void Install() {
      _cgl.bindTexture(_textureType, _texture);
      properties.InstallLate(_cgl, _textureType);
      int err = _cgl.getError();
      assert(err == GL_NO_ERROR);
    }
  
    int GetTextureType() => _textureType;
  
  