index.js
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);
	}
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);
	}
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 ) ; }
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.
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 .