function setTextureTo1PixelColor(gl, tex, options) {
  options = options || defaults.textureOptions;
  var target = options.target || TEXTURE_2D;
  gl.bindTexture(target, tex);

  if (options.color === false) {
    return;
  } // Assume it's a URL
  // Put 1x1 pixels in texture. That makes it renderable immediately regardless of filtering.


  var color = make1Pixel(options.color);

  if (target === TEXTURE_CUBE_MAP) {
    for (var ii = 0; ii < 6; ++ii) {
      gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);
    }
  } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {
    gl.texImage3D(target, 0, RGBA, 1, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);
  } else {
    gl.texImage2D(target, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);
  }
}
Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set
the default texture color is used which can be set by calling `setDefaultTextureColor`.
@param {WebGLRenderingContext} gl the WebGLRenderingContext
@param {WebGLTexture} tex the WebGLTexture to set parameters for
@param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
  This is often the same options you passed in when you created the texture.
@memberOf module:twgl/textures
@private